There are examples included in dfhack.
reaction_spatter
[OBJECT:REACTION]
Reaction name must start with 'SPATTER_ADD_':
[REACTION:SPATTER_ADD_OBJECT_LIQUID]
[NAME:coat object with liquid]
[ADVENTURE_MODE_ENABLED]
[SKILL:DYER]
[REAGENT:extract:150:LIQUID_MISC:NONE:NONE:NONE]
[MIN_DIMENSION:150]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:NONE:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:FAT][UNROTTEN]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[REACTION:SPATTER_ADD_WEAPON_EXTRACT]
[NAME:coat weapon with extract]
[BUILDING:GREASING_STATION:CUSTOM_W]
[SKILL:DYER]
[REAGENT:extract:100:LIQUID_MISC:NONE:NONE:NONE]
[MIN_DIMENSION:100]
[REACTION_CLASS:CREATURE_EXTRACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:WEAPON:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[REACTION:SPATTER_ADD_AMMO_EXTRACT]
[NAME:coat ammo with extract]
[BUILDING:GREASING_STATION:CUSTOM_A]
[SKILL:DYER]
[REAGENT:extract:50:LIQUID_MISC:NONE:NONE:NONE]
[MIN_DIMENSION:50]
[REACTION_CLASS:CREATURE_EXTRACT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:AMMO:NONE:NONE:NONE]
[PRESERVE_REAGENT]
[MIN_DIMENSION:5] don't waste materials on single bolts
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[REACTION:SPATTER_ADD_WEAPON_GCS]
[NAME:coat weapon with GCS venom]
[BUILDING:GREASING_STATION:NONE]
[SKILL:DYER]
[REAGENT:extract:100:LIQUID_MISC:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:POISON]
[MIN_DIMENSION:100]
[REACTION_CLASS:CREATURE_EXTRACT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:WEAPON:NONE:NONE:NONE]
[PRESERVE_REAGENT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[REACTION:SPATTER_ADD_AMMO_GCS]
[NAME:coat ammo with GCS venom]
[BUILDING:GREASING_STATION:NONE]
[SKILL:DYER]
[REAGENT:extract:50:LIQUID_MISC:NONE:CREATURE_MAT:SPIDER_CAVE_GIANT:POISON]
[MIN_DIMENSION:50]
[REACTION_CLASS:CREATURE_EXTRACT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:AMMO:NONE:NONE:NONE]
[PRESERVE_REAGENT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[REACTION:SPATTER_ADD_WEAPON_GDS]
[NAME:coat weapon with GDS venom]
[BUILDING:GREASING_STATION:NONE]
[SKILL:DYER]
[REAGENT:extract:100:LIQUID_MISC:NONE:CREATURE_MAT:SCORPION_DESERT_GIANT:POISON]
[MIN_DIMENSION:100]
[REACTION_CLASS:CREATURE_EXTRACT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:WEAPON:NONE:NONE:NONE]
[PRESERVE_REAGENT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:800:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
[REACTION:SPATTER_ADD_AMMO_GDS]
[NAME:coat ammo with GDS venom]
[BUILDING:GREASING_STATION:NONE]
[SKILL:DYER]
[REAGENT:extract:50:LIQUID_MISC:NONE:CREATURE_MAT:SCORPION_DESERT_GIANT:POISON]
[MIN_DIMENSION:50]
[REACTION_CLASS:CREATURE_EXTRACT]
[REAGENT:extract container:1:NONE:NONE:NONE:NONE]
[CONTAINS:extract]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
The object to improve must be after the input mat, so that it is known:
[REAGENT:object:1:AMMO:NONE:NONE:NONE]
[PRESERVE_REAGENT]
Need some excuse why the spatter is water-resistant:
[REAGENT:grease:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
The probability is used as spatter size; Legendary gives +90%:
COVERED = liquid, GLAZED = solid, BANDS = paste, SPIKES = powder
[IMPROVEMENT:200:object:COVERED:GET_MATERIAL_FROM_REAGENT:extract:NONE]
building_spatter
[OBJECT:BUILDING]
[BUILDING_WORKSHOP:GREASING_STATION]
[NAME:Greasing Station]
[NAME_COLOR:2:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:DYER]
[BUILD_KEY:CUSTOM_ALT_G]
[BLOCK:1:0]
[TILE:0:1:150]
[COLOR:0:1:0:0:1]
[TILE:1:1:150]
[COLOR:1:1:MAT]
[TILE:2:1:8]
[COLOR:2:1:MAT]
[TILE:3:1:8]
[COLOR:3:1:7:5:0]
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT]
These all work ingame. Unless you have custom poisons, that should be all you need.
PS: Making venomous animals milkable is the best way to get poison ingame.