Hello modders!
Since last week I feel the need to mod DF and I mean something else than make GCS lay eggs and have the [PET] tag. So I thought I'd add a new playable Civ for DF : Spiderman (temp name, I may change it to Arachnid), but since I'm still a beginner in modding, I would like it if someone could make me a list of things I need to add/change in the raws to make it possible.
So far I started to work on the actual creature :
[CREATURE:SPIDERMAN]
[DESCRIPTION:A large, quick creature with six arms, eight eyes and chitin instead of skin.]
[NAME:spiderman:spidermans:spiderman]
[CASTE_NAME:spiderman:spidermans:spiderman]
[CREATURE_TILE:161][COLOR:7:0:0]
[CREATURE_SOLDIER_TILE:161]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:mysterious look]
[PREFSTRING:mandibles]
[PREFSTRING:chitin]
[PREFSTRING:extra arms]
[PREFSTRING:extra eyes]
[BODY:HUMANOID_6ARMS:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:GENERIC_TEETH_WITH_MANDIBLES:RIBCAGE]
[BODY_DETAIL_PLAN:MUTANT_CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:MUTANT_CHITIN_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:CHITIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
Not sure about the above.
[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:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:200]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
This controls the bleeding behavior.
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
These classes are used by syndromes (such as poison) as well as some restricted entity positions. You can name them whatever you want.
[CREATURE_CLASS:GENERAL_POISON]
Some tags to control the overall infection behavior.
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers. The numbers are different percentile values. 1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.
[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250] +
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500] ++
[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:FOCUS:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] +
[MENT_ATT_RANGE:MEMORY:150:600:800:900:1000:1100:1500] -
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500] ++
These tags establish the growth phases of the creature's life. The format is (BODY_SIZE|<year>|<day>|<average size>).
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
These body modifiers give individual dwarves different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
In order to set properties for body parts, first you select them. In this case, we select all body parts of category EYE, then we add a few modifiers to them.
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
These are as before.
[MAXAGE:150:170]
Attack definitions are formatted as follows:
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
This causes all of the nails on the finger's of a given grasp to be used.
[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]
This causes all of the teeth on a given head to be used.
[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:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:MANDIBLE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:125]
[ATTACK_PENETRATION_PERC:125]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level. These names could be gender-specific but aren't right now.
[BABY:1]
[GENERAL_BABY_NAME:hatchling:hatchlings]
[BABYNAME:hatchling:hatchlings]
[CHILD:12]
[GENERAL_CHILD_NAME:spiderling:spiderlings]
[CHILDNAME:spiderling:spiderlings]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]
This is the new format for making specific unit names for a creature. Any unit token can be used. If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.
[PROFESSION_NAME:CRAFTSMAN:craftspider:craftspiders]
[PROFESSION_NAME:FISHERMAN:fisherspider:fisherspiders]
[PROFESSION_NAME:HAMMERMAN:hammerspider:hammerspiders]
[PROFESSION_NAME:SPEARMAN:spearspider:spearspiderss]
[PROFESSION_NAME:CROSSBOWMAN:markspider:markspiders]
[PROFESSION_NAME:AXEMAN:axespider:axespiders]
[PROFESSION_NAME:SWORDSMAN:swordspider:swordspiders]
[PROFESSION_NAME:MACEMAN:macespider:macespiders]
[PROFESSION_NAME:PIKEMAN:pikespider:pikespiders]
[PROFESSION_NAME:BOWMAN:bowspider:bowspiders]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Markspider:Elite Markspiders]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowspider:Elite Bowspiders]
[SPEECH:dwarf.txt]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
Now we'll declare the specific castes.
[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[MULTIPLE_LITTER_RARE]
To add beards, put square brackets around the following:
BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
This command lets you select all of the castes again.
[SELECT_CASTE:ALL]
Now we'll select all of the hair tissue layers we can find so that we can add colorations to them. Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
This gives the start and finish time in <year>|<days> for the color change to occur
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:80:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:130:0:150:0]
Now we'll select the eyebrows and eyelashes and give them variable lengths.
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
All of the other hair is selected and started at length zero. It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in. I used one modifier here because the growth rates and starting length are all the same.
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
Here we set the growth rate. This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive. The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
Here we handle nail length.
*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]
Here all of the skin is selected and various colors are listed.
[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]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
Now we do the eyes, using the somewhat clunky eye color patterns.
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]
The creature is an humanoid with 6 arms, 8 eyes, chitin instead of skin and mandibles. I just copy pasted to dwarf raws and changed it to fit what I wanted.
So I added HUMANOID_6ARMS :
[BODY:HUMANOID_6ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA3:third right upper arm:STP][CON:UB][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA3:third left upper arm:STP][CON:UB][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA3:third right lower arm:STP][CON:RUA3][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA3:third left lower arm:STP][CON:LUA3][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH3:third right hand:STP][CON:RLA3][GRASP]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH3:third left hand:STP][CON:LLA3][GRASP]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB]
[CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB]
[CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE]
[CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
6ARMS_STANCE :
[BODY:6ARMS_STANCE]
[BP:RUA1:first right upper arm:STP][CONTYPE:UPPERBODY][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CONTYPE:UPPERBODY][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][STANCE]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][STANCE]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CONTYPE:UPPERBODY][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CONTYPE:UPPERBODY][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][STANCE]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][STANCE]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA3:third right upper arm:STP][CONTYPE:UPPERBODY][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA3:third left upper arm:STP][CONTYPE:UPPERBODY][LIMB]
[CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA3:third right lower arm:STP][CON:RUA3][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA3:third left lower arm:STP][CON:LUA3][LIMB]
[CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH3:third right hand:STP][CON:RLA3][GRASP][STANCE]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH3:third left hand:STP][CON:LLA3][GRASP][STANCE]
[CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
8EYES :
[BODY:8EYES]
[BP:EYE1:first eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE2:second eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE3:third eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE4:fourth eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE5:fifth eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE6:sixth eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE7:seventh eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE8:eight eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
GENERIC_TEETH_WITH_MANDIBLES :
[BODY:GENERIC_TEETH_WITH_MANDIBLES]
[BP:TOOTH:tooth:teeth][CONTYPE:HEAD][CATEGORY:TOOTH][NUMBER:28][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[BP:R_MANDIBLE:right mandible:right mandibles][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
[DEFAULT_RELSIZE:12]
[BP:L_MANDIBLE:left mandible:left mandibles][CONTYPE:HEAD][CATEGORY:TOOTH][SOCKET][SMALL]
[DEFAULT_RELSIZE:12]
I also added some BODY_DETAIL_PLAN :
[BODY_DETAIL_PLAN:MUTANT_CHITIN_MATERIALS]
[ADD_MATERIAL:CHITIN:CHITIN_TEMPLATE]
[ADD_MATERIAL:FAT:FAT_TEMPLATE]
[ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE]
[ADD_MATERIAL:BONE:BONE_TEMPLATE]
[ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_MATERIAL:HAIR:HAIR_TEMPLATE]
[ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE]
[ADD_MATERIAL:EYE:EYE_TEMPLATE]
[ADD_MATERIAL:NERVE:NERVE_TEMPLATE]
[ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE]
[ADD_MATERIAL:LUNG:LUNG_TEMPLATE]
[ADD_MATERIAL:HEART:HEART_TEMPLATE]
[ADD_MATERIAL:LIVER:LIVER_TEMPLATE]
[ADD_MATERIAL:GUT:GUT_TEMPLATE]
[ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE]
[ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE]
[ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE]
[ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE]
[ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE]
[ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
[BODY_DETAIL_PLAN:MUTANT_CHITIN_TISSUES]
[ADD_TISSUE:CHITIN:CHITIN_TEMPLATE]
[ADD_TISSUE:FAT:FAT_TEMPLATE]
[ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE]
[ADD_TISSUE:BONE:BONE_TEMPLATE]
[ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE]
[ADD_TISSUE:HAIR:HAIR_TEMPLATE]
[ADD_TISSUE:TOOTH:TOOTH_TEMPLATE]
[ADD_TISSUE:EYE:EYE_TEMPLATE]
[ADD_TISSUE:NERVE:NERVE_TEMPLATE]
[ADD_TISSUE:BRAIN:BRAIN_TEMPLATE]
[ADD_TISSUE:LUNG:LUNG_TEMPLATE]
[ADD_TISSUE:HEART:HEART_TEMPLATE]
[ADD_TISSUE:LIVER:LIVER_TEMPLATE]
[ADD_TISSUE:GUT:GUT_TEMPLATE]
[ADD_TISSUE:STOMACH:STOMACH_TEMPLATE]
[ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE]
[ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]
And now I don't really know what I have to do next. I know there's a lot more to do and would appreciate it if someone would give me some pointers and check if my raws are ok.