I would do this with a mechanic that searches for the weapon, and then changes its skill. When coming up with how to change the die so that it can have a d14, d16, d18, d20, d22, or d24 Fighting skill I figured out how to do this.
http://forums.wolflair.com/showthread.php?t=53040
Make it use whatever skill you want it to use, so change Fighting to whatever you want it to be.
The trickiest part will be the "foreach pick in hero from.. " because that really depends on what you are looking for. You can make it look for a specific ID for a specific weapon, or if you ware going for a class of weapons you can make it look for those. If you have multiple weapons, like maybe several types of lightsabers you would be best served either using a tag or even easier is to have a similar ID syntax that only changes at the end. So for different lightsabers, you might have weapon ID that are these: wpLIGHTred, wpLIGHTblu, wpLIGHTgrn, wpLIGHTyel. The wildcard that looks for them would be "wpLIGHT?".
Phase Final
Priority 10000
Code:
var finalbonus as number
var thisbonus as number
var finaldie as string
var finaltext as string
var bonustext as string
var dieNumber as number
finalbonus = hero.child[skFighting].field[trtNetRoll].value
thisbonus = 0
finaldie = ""
finaltext = ""
bonustext = ""
dieNumber = #trait[skFighting]
~ Cap die number at 12
if (dieNumber >= 6) then
dieNumber = 6
endif
~ Double the dieNumber so that it will be a die
dieNumber = dieNumber * 2
finaldie = "d" & dieNumber
foreach pick in hero from WeapMelee
bonustext = ""
thisbonus = finalbonus
thisbonus += eachpick.field[wpBonus].value
thisbonus += eachpick.field[wpPenalty].value
if (thisbonus > 0) then
bonustext = "+" & thisbonus
endif
if (thisbonus < 0) then
bonustext = thisbonus
endif
finaltext = finaldie & bonustext
eachpick.field[wpNetAtk].text = finaltext
nexteach