The new raws are great and all... and the new attack definitions are awesome... but my little mod management program is going to have to be version-specific again. No way I'll be able to detect the placement of all those tabbed segments without closing tags. (and I'm pretty sure the tabbings aren't even required)
Though I guess that's part of a good challenge. My "Dr.More-Oh" mod is royally screwed anyway, unless I pull off a scripting language.
Anyway. Yay for custom poisons! And HOW custom! With how detailed all this stuff has become, it's almost possible to see Basilisks! Or a Castlevania-like Catoblepas. That has a breath weapon that is a contact poison that has the effect of gradually transforming your body's materials to stone. I mean instantly transforming, but tissue layer by tissue layer, part by part. That would be very neat.
Also, on custom attacks. There are a few tags I'd like to ask you to consider. ATTACK_STATE, ATTACK_TARGETSTATE, and ATTACK_CHARGE. The first two to determine the state you, or your opponent have to be in for the attack to be available (standing, prone, flying, swimming), and the third to explicitly designate the attack as a charge, foregoing the "You charge at" message and going to the attack text.
This is mainly for a reincarnation of my Martial Arts mod, with animals pouncing, or alternative attacks with specific flavor text (because roundhouse kicking a prone opponent is troublesome, as is trying to do it while swimming, for example).
And one more, is the "BITE" attack in any way tied to the presence of teeth? Because for one, it would eventually be nice to have monsters with adamantine teeth, and it would also be odd if you slashed off the giant snake's poison teeth and still had its bite poison you.