selonian_warrior = Creature:new {
	objectName = "@mob/creature_names:selonian_warrior",
	randomNameType = NAME_GENERIC,
	randomNameTag = true,
	mobType = MOB_NPC,
	socialGroup = "selonian",
	faction = "",
	level = 13,
	chanceHit = 0.3,
	damageMin = 140,
	damageMax = 150,
	baseXp = 714,
	baseHAM = 1500,
	baseHAMmax = 1900,
	armor = 0,
	resists = {0,0,0,0,0,0,0,-1,-1},
	meatType = "",
	meatAmount = 0,
	hideType = "",
	hideAmount = 0,
	boneType = "",
	boneAmount = 0,
	milk = 0,
	tamingChance = 0,
	ferocity = 0,
	pvpBitmask = ATTACKABLE,
	creatureBitmask = PACK + KILLER,
	optionsBitmask = AIENABLED,
	diet = HERBIVORE,

	templates = {"selonian_male",
				"selonian_female"},
	lootGroups = {
		{
			groups = {
				{group = "junk", chance = 3000000},
				{group = "wearables_common", chance = 2000000},
				{group = "carbines", chance = 1000000},
				{group = "loot_kit_parts", chance = 2500000},
				{group = "tailor_components", chance = 1500000}
			}
		}
	},

	-- Primary and secondary weapon should be different types (rifle/carbine, carbine/pistol, rifle/unarmed, etc)
	-- Unarmed should be put on secondary unless the mobile doesn't use weapons, in which case "unarmed" should be put primary and "none" as secondary
	primaryWeapon = "pirate_weapons_medium",
	secondaryWeapon = "unarmed",
	conversationTemplate = "",
	reactionStf = "@npc_reaction/fancy",
	
	-- primaryAttacks and secondaryAttacks should be separate skill groups specific to the weapon type listed in primaryWeapon and secondaryWeapon
	-- Use merge() to merge groups in creatureskills.lua together. If a weapon is set to "none", set the attacks variable to empty brackets
	primaryAttacks = merge(brawlermid,marksmanmid),
	secondaryAttacks = { }
}

CreatureTemplates:addCreatureTemplate(selonian_warrior, "selonian_warrior")
