I think so, but yer arms and legs and stuff won't have colored hair. Also if your creature has an upper and lower body, that bit won't work. Try:
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_GREEN_BLACK:1]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
That second bit should override the first bit, don't see why it wouldn't.
I've got a handful of creatures I think are about 85-90% accurate/complete from what I've seen from the various raw previews so far, I'll post them in a few days if Toady reveals the breath attack thing.
Same thing with me. I started makeing my mod already, and I am basing it completely off of dwarf/cougar raws at this point.
I saw somewhere (ark projest thread?) that Toady released the code for stripes and I copied and pasted it directly from the quote, which was:
[COLOR_PATTERN:STRIPES_GREEN_BLACK]
[PATTERN:STRIPES]
[CP_COLOR:GREEN]
[CP_COLOR:BLACK]
I'm kind of guessing, but I think that the "STRIPES_GREEN_BLACK" part is only used in the description paragraph (in this case something like "it has green and black stripes". But the other stuff corresponds to the actual token, and deals with what colors the dwarf likes and whatnot, which in this case is the component colors green and black.
Then again I could be 100% off on that.
It would make more sense to do the body vs. head coloring the way you did. (ie have the main part be "all" and rely on the "head" token to overwrite the "all" token, if any of that makes sense)