I had a problem with autoloading monster powers. Wading through the MapTools forums has been a hassle to actually figure out how to fix it. At this point, I just made a macro for rolling each dice individually and do all and powers myself. Probably a fix exists but the open source aspect has made it hard for me.
I'm assuming you're talking about a framework here that has built-in autoloading of powers from Monster Builder or something like that. I don't use any of the pre-packaged frameworks, so I can't say how they work. What I do, though, is use my own framework, and I have a sample monster token that I use as a template.
That monster token comes with six different attack macro buttons: SingleTargetAtWill, MultiTargetAtWill, SingleTargetRecharge, MultiTargetRecharge, SingleTargetEncounter, MultiTargetEncounter. Whenever I'm setting up a new monster token, I start with the template and then edit the macros in the buttons that I need (and delete the buttons I don't need).
I've made the macros easy to edit. Here's an example:
[h: AttackName="SingleTarget"]
[h: AttackBonus=0]
[h: Defense="AC"]
[h: NumDice=1]
[h: DamageDie=6]
[h: DamageBonus=0]
[h: DamageString="damage."]
[h: Enh=0]
[h: CritDamageDie=0]
[h: DamageRoll=roll(NumDice,DamageDie)]
[h: d20roll=d20]
[h, if(CritDamageDie > 0), CODE:
{ [CritBonus=roll(Enh,CritDamageDie)] };
{ [CritBonus=0] }
]
[h: AttackRoll=d20roll+AttackBonus]
[h: MaxDamage=NumDice*DamageDie+DamageBonus+CritBonus]
[h: RegularDamage=DamageRoll+DamageBonus]
<b>[AttackName]</b><br>
Attack: [d20roll] + [AttackBonus] = <b>[AttackRoll]</b> versus [Defense]<br>
[if(d20roll==20), CODE:
{<font color=Red>--CRITICAL HIT--</font><br>
Hit: [NumDice*DamageDie] + [DamageBonus] + [CritBonus] = <b>[MaxDamage]</b> [DamageString]
};
{Hit: [DamageRoll] + [DamageBonus] = <b>[RegularDamage]</b> [DamageString]}
]
For most attacks, I'm just editing the first seven lines. I set the name of the attack, the bonus to the attack roll, the defense that the attack is going against, the number of damage dice, the damage die size, the bonus added to the damage roll, and the text that accompanies the hit. So, a power called Bite that's +12 versus AC, 2d8+6 damage and ongoing 5 damage (save ends) would look like:
[h: AttackName="Bite"]
[h: AttackBonus=12]
[h: Defense="AC"]
[h: NumDice=2]
[h: DamageDie=8]
[h: DamageBonus=6]
[h: DamageString="damage, and ongoing 5 damage (save ends)."]
It only takes a minute per attack to make these changes. Naturally, more complex attacks might take a little more work (adding a Miss line or Effect line is done manually at the end of the macro; adding a secondary attack takes some work depending on the situation), but for the most part it's pretty easy to set up a monster this way.