OK, to break the scripts down:
The first script is setting the text of a field called abSumm. For a class special, abSumm is the summary text that's displayed for it.
The part to the right of the = sign is simply joining together 3 pieces of text (that's what the & sign does), two of which are fixed and the 3rd is the Charisma bonus for the hero.
The second script is simply taking the hero's Wisdom bonus, adding 4 and storing the result in the trkMax field of the class special. This is the field that's used by the tracker to tell you how many uses the ability has.
For an ability that's used 1/day at 8th level plus 1/4 levels after, you'll want something like
Code:
var bonus as number
bonus = field[xAllLev].value / 4
field[trkMax].value += maximum(round(bonus,0,-1) - 1,1)
I've copied that script straight from the Good domain's Holy Lance power, by the way. For a brief breakdown of it, the first line sets up a temporary variable for us to use, the second gets the hero level, divides it by 4 and stores it in the variable we created and the final line sets up the trkMax field as the earlier script did. The maximum(round(.... bit is simply rounding off the level/4 to an integer and making sure it's at least 1. It's actually cheating a bit by just dividing the level by 4 and subtracting 1, but that gives the same result as the uses you want.
To give your cleric proficiency in your deity's favoured weapon, there are 2 solutions. If you've created your deity in the editor (rather than just type the name in on the background tab) then there is a button on there where you can click to assign the favoured weapon. Alternatively, if you go to the Cleric tab and click the "Special Abilities" button, then that pops up a form with a dropdown list of weapons. Just pick your selected weapon on there.