Hello again, GM-X,
This is an incredibly minor issue that most certainly can wait, but I wanted to let you know that the Silver Dragon does not have the '[CAN_SPEAK]' token despite the dragon's flavor text mentioning that it can speak.
Also, while I think I managed to do a good job of implementing it myself, would you consider allowing certain dragons I will explain below to climb through grasping with their front feet—perhaps their tails as well for other purposes—by creating a new body for them within 'body_default.txt' that is a replication of '[BODY:QUADRUPED_NECK]'—I think '[BODY:QUADRUPED_NECK_FRONT_GRASP]' already has similar '[GRASP]' tokens—with the appropriate '[GRASP]' tokens? Something like this...
[BODY:DRAGON]
[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:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][GRASP][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][GRASP][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
...and this for 'creature_da_dragons.txt', 'creature_myth_beast_chasm.txt', 'creature_next_underground.txt', and 'creature_standard.txt' files...
[BODY:DRAGON:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
The reason why I asked is because I managed to get myself stuck in a Shrine of Holes which literally has a large hole at the bottom filled with water—bless what seems like the dragons ability to innately swim in water with a depth of seven—after utilizing a curse I received to turn into a Vampiric Dragon to defend myself and my companions, and I learned through this experience that dragons in Dwarf Fortress are flightless creatures due to being either Drakes, Lung Dragons, or Lindwurms with wings incapable of flight due to adaptation (the mentioning of the wings is about the Cave Dragon) and that dragons are unable to climb. I can understand the dragons being flightless since subspecies of dragons exist in fiction, but it made little sense to me that dragons could not climb when that is something that they do all the time in other works of fiction.
Since they cannot devour sentient beings as Adventurers, cannot butcher corpses, and cannot open doors even though '[BUILDINGDESTROYER:#]' could have been a silly way to circumvent that inability if it worked for the Adventurer, would bestowing the unique dragons from Dark Ages with the '[INTELLIGENT]' token with the '[EQUIPS]' and '[CANOPENDOORS]' tokens cause balance issues? I decided to give the dragons with the former token those two latter tokens since it makes sense for a smart and wise dragon to know how to open a door with their claws which... might be somewhat cute to see in action now that I have imagined it.
Oh, and I did want to allow dragons to grasp with their mouths and tails as well, but I had no idea how to do so since it seems that the mouth and the tail have their own separate 'BODY' entry within 'body_default.txt' as '[BODY:MOUTH]' and '[BODY:TAIL]', and I did not want to unintentionally allow every creature with a mouth and tail to grasp anything and everything.
Lastly, about the reactions, I could not refit certain pieces of gear that I wanted to refit for my Elven Adventurer such as dresses, gloves, robes, and shoes, so I spent some time learning what I needed to know to tweak the existing reactions in order to create new reactions that would allow me to refit a large variety of gear for my Adventurers without the need of a fortress created in Fortress Mode. This is what I came up with below...
[REACTION:REFITTING_ADV]
[NAME:+-- Refitting --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:REFIT_HELM_ADV]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:HELM:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_GLOVES_ADV]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_ARMOR_ADV]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_PANTS_ADV]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:PANTS:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_SHOES_ADV]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]
...and I believe they should cover every piece of armor and every article of clothing with leather being the requirement to refit any of them as per the default of Dark Ages III. I could look into learning how to make separate reactions for armor and clothing if this is a bit too simplistic—oh, and I mentioned the above because I was wondering if you could test them whenever you have spare time to see if they are to your liking, and if they are, would you consider replacing the current reactions for refitting with the above (or a tweaked version of the above that is of your preference)?
Thanks again for your time. ❦
(E: Added two other 'creature_' files that also contain dragons.)
(E2: Polished some of the text.)