tl;dr incoming
Okay. I'll try to run you through a couple of things. Let's deal with the creature entry first.
Standard werewolf creature entry:
[CREATURE:WEREWOLF]
[DESCRIPTION:A monster, half man, half beast. It is a fur-covered humanoid with the head of a wolf.]
[NAME:werewolf:werewolves:werewolf]
[CASTE_NAME:werewolf:werewolves:werewolf]
[CREATURE_TILE:'W'][COLOR:0:0:1]
[LARGE_PREDATOR][EVIL]
[FANCIFUL]
[LARGE_ROAMING][FREQUENCY:25]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[PETVALUE:1000]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:1:1]
[GRASSTRAMPLE:0]
[BONECARN]
[PREFSTRING:howls]
[CAN_LEARN][SLOW_LEARNER]
[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:5FINGERS:4TOES:SKULL:HUMANOID_JOINTS:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:120000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:100:200]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_ORANGE:1]
[TLCM_NOUN:eyes:PLURAL]
First, you'll need to decide if you want werewolves to show up as wild animals as well as in the civ, or if you just want to replace them entirely. In the former case you'll want to make a copy of the creature entry and change the identifier at the top of the entry (CREATURE:WEREWOLF in this case - it doesn't matter what you change it to, it just needs to be unique). If you don't care about having/want "wild" werewolves, you can just modify the regular werewolf entry.
Secondly, there are a few tokens that are impractical for civvers to have; thusly, you'll want to remove them:
- You don't want LARGE_PREDATOR or LARGE_ROAMING as these handle how wild creatures work. Generally, trying to make a civ creature and a wild animal out of a single entry is a bad idea, which is why I suggested you make changes to a copy if you care about that sort of thing.
- You don't want FREQUENCY:25. The FREQUENCY tag handles creature rarity (in part); chances are, keeping it on a civ creature will result in that civ only showing up every now and then.
- You don't want any of the BIOME tags. For civvers, the biomes which they'll settle in are handled in the entity file, which we'll get to later.
- You don't want POPULATION_NUMBER or CLUSTER_NUMBER as they're again applicable to wild animals.
- CAN_LEARN and SLOW_LEARNER; the function of these will be replaced later
Next, there are some vital things we'll want to add so the creature can function properly:
(These tags should be declared
before declaring the castes, as some of them are at the caste level and we want them to affect all the castes)
- The EQUIPS tag, so they can hold and wear things
- The INTELLIGENT tag, so they can communicate and learn skills
- MULTIPLE_LITTER_RARE immediately after FEMALE in the FEMALE CASTE. This will make sure werewolves behave mostly like other civvers when it comes to litter size; it'll aid against them swarming and killing everything else.
- CANOPENDOORS so they can open doors
Finally, there are some tags that will generally assist the creature but aren't explicitly necessary. You should refer to the wiki pages or vanilla creature entires (I suggest DWARF) for help on these.
- The CHILD, GENERAL_CHILD_NAME and CHILDNAME tags (and optionally BABY/GENERAL_BABY_NAME/BABYNAME) - CHILD is the number of years the creature will remain a child; for civvers, this is typically 12 - you can lower or raise it as much as you want. This is mostly irrelevant without setting growth phases, which we'll do below; without the creature actually being physically different during the child phase, its only purpose is to lock out work and change adventurer dialogue. The BABY tags work in the same way as CHILD; typically the BABY value is set to 1 year.
- BODY_SIZE. You'll see the the default werewolf is size 120000 at birth, which is twice the size of a dwarf. Typically for a civver, this tag should show up three times - one for size at birth, one for size just after reaching the child state, and one for full adult size. Of course, this is only a suggestion - it's the way the default civvers are set up. If you want to make it more or less abstract, go ahead.
(You'll really want to find something to reference for the following; by no means are they necessary, but they will help flesh things out a lot)
- PHYS_ATTRIBUTE_RANGE/MENT_ATTRIBUTE_RANGE
- PERSONALITY
- MANNERISM_*
- SPEECH (determines which taunts are used when someone's gloating over a kill)