Great work, Trevius.
I had actually started implementing the exact same thing, but was going about it a different way. I was going to export a new perl function that allowed setting the damage type on a per-mob basis.
About the compiler error, just feed it what it wants so it stops moaning:
Code:
SkillType skillinuse = HAND_TO_HAND;
if (Hand == 13) {
skillinuse = static_cast<SkillType> ( GetPrimSkill() );
}
if (Hand == 14) {
skillinuse = static_cast<SkillType>( GetSecSkill() );
}