Bundersnatch
Explorer
Hi Ferghis,
I have updated the documentation, so that will help with some examples and details.
Preparing the powers beforehand is fairly straightforward for Characters. You can do this in the Character Creator Window. Import a recent .dnd4e export for each of your PCs. Then click on the power (in the Character Creator window) and add the Conditions and Effects in the Hit, Miss and Effect areas.
This is described in the documentation, but if you have any questions, then please ask! Then I will know how I can improve the docs.
Preparing Monster powers is not so easy, because this must be done in the main Initiative Window. To do this, make sure an encounter is not running. Then go to the "File" menu and select "Add Monster...". Select the monster you want to program. When it is in the initiative list, double-click on the monster. Make sure you are in the "Programmable Power Dialog" (button in title bar of the dialog).
Select a power from the "Powers" popup. Now you can add Conditions and Effects to the Miss, Hit and Effect areas. Click on the "Save Changes" button when you are done (for each power you program - changes are lost if you switch to a different power).
I plan to add program-ability to the Monster Manager window, to avoid this inconvenience.
But basically I expected that users would prepare the PC powers, but program the monster power "on-the-fly". This actually saves the most time because you may not even use all monster powers before a monster dies.
Programming on-the-fly means programming the powers as you use them in combat. The best way to do this is to click on the power when a monster uses the power (you do this, whether the power is pre-programmed or not).
Then, you add the Conditions and Effects as usual to the Hit, Miss and Effect areas. In combat, you also select the targets for the Hit, Miss and Effect areas. In combat you also enter the correct amount of damage, and the correct amounts for healing. Programming a power like this can be really fast, especially if you use the keyboard short-cuts.
Now, when you press OK on the dialog, the Effects are applied to the targets, and the stuff you programmed for the power are also saved! So, then next time a monster uses the power, you don't have to add all the items again.
Hope that helps, but, as I mentioned above: let me know where there are holes in my explanation/documentation.
I have updated the documentation, so that will help with some examples and details.
Preparing the powers beforehand is fairly straightforward for Characters. You can do this in the Character Creator Window. Import a recent .dnd4e export for each of your PCs. Then click on the power (in the Character Creator window) and add the Conditions and Effects in the Hit, Miss and Effect areas.
This is described in the documentation, but if you have any questions, then please ask! Then I will know how I can improve the docs.
Preparing Monster powers is not so easy, because this must be done in the main Initiative Window. To do this, make sure an encounter is not running. Then go to the "File" menu and select "Add Monster...". Select the monster you want to program. When it is in the initiative list, double-click on the monster. Make sure you are in the "Programmable Power Dialog" (button in title bar of the dialog).
Select a power from the "Powers" popup. Now you can add Conditions and Effects to the Miss, Hit and Effect areas. Click on the "Save Changes" button when you are done (for each power you program - changes are lost if you switch to a different power).
I plan to add program-ability to the Monster Manager window, to avoid this inconvenience.
But basically I expected that users would prepare the PC powers, but program the monster power "on-the-fly". This actually saves the most time because you may not even use all monster powers before a monster dies.
Programming on-the-fly means programming the powers as you use them in combat. The best way to do this is to click on the power when a monster uses the power (you do this, whether the power is pre-programmed or not).
Then, you add the Conditions and Effects as usual to the Hit, Miss and Effect areas. In combat, you also select the targets for the Hit, Miss and Effect areas. In combat you also enter the correct amount of damage, and the correct amounts for healing. Programming a power like this can be really fast, especially if you use the keyboard short-cuts.
Now, when you press OK on the dialog, the Effects are applied to the targets, and the stuff you programmed for the power are also saved! So, then next time a monster uses the power, you don't have to add all the items again.
Hope that helps, but, as I mentioned above: let me know where there are holes in my explanation/documentation.