I assume when you say secondary attacks you mean "Secondary Natural Attacks". That is what the below script assumes. I have combined your multiple scripts into one foreach loop because foreach loops are very CPU intensive to run.
This a full replacement for both scripts running at
Post-attributes 10000
Code:
var bonus as number
~ Calculate the extra .5 of the strength modifier.
bonus += round(#attrmod[aSTR]/2,0,1)
~ Loop through all weapons on the character
foreach pick in hero from BaseWep
~ We are a two-handed melee weapon
if (eachpick.tagexpr[wClass.TwoHanded & wCategory.Melee] <> 0) then
~ Add to the normal 1.5 bonus will give us 2x Str bonus
eachpick.field[dmmBonus].value += bonus
~..We are a one handed melee weapon equipped in two hands
elseif (eachpick.tagexpr[wCategory.Melee & wClass.OneHanded & fieldval:gIsEquip = 1 & fieldval:wIs2nd = 1] <> 0) Then
~ Add to the 1.5 bonus to give us a 2x Str bonus
eachpick.field[wDamBonus].value += bonus
~..We are a secondary natural attack
elseif (eachpick.tagexpr[wFtrGroup.Natural & Helper.NatOverSec] <> 0) Then
~ Tell the weapon to not be half str damage
perform eachpick.assign[Helper.NoHalfStr]
endif
nexteach
I can't find in my notes a Helper.? tag that forces a Natural Attack to do full damage. Maybe Aaron/Mathis knows one because I "thought" such a tag existed.
The above script just adds back the .5 to the secondary natural attacks.
NOTE: I wrote this without access to HL so tweaking maybe needed.