Hi Toby, To adjust those fields for repeating sections like weapons, the command needs to refer to the specific row id. So for a weapon's Temp modifier, you'd need the command to look similar to this: !setattr --sel --repeating_melee-strikes_$ID_weapon_temporary|-2 replacing $ID with either the row ID or the row number. But this means you need to adjust that for each attack. It may be easier to create an attribute on the character called something like prone_penalty, paste @{prone_penalty} into the OTHER modifier for the attack, and use the script to adjust prone_penalty. As Erik said, TokenMod and ChatSetAttr are great for that. I also recommend CombatMaster, as you can set up conditions to call commands for other API. Basically, add a condition marker to a player's token, and you can set it up to automatically apply the modifiers when the condition is added. I have a configuration that makes changes to custom attributes like I mentioned above (one for each condition), as well as a macro that adds those attributes to each player, and adds math using those attributes into notes in the sheet so that multiple bonuses/penalties of the same type don't stack. Here's an example of the attack mod for a finesse weapon in my game: ({@{inspcrg_statbo},@{bless_statbo},@{heroism_statbo} }k1 - {@{clumsy_statpen},@{frightened_statpen},@{sickened_statpen},@{bane_statpen} }k1)[STAT] + (@{aid_circbo} - {@{aid_circpen},@{prone_circpen} }k1)[CIRC] It's a bit of work to set up, but it makes tracking bonuses and penalties mid-game much easier.