View Full Version : Jack of All Things for 5e (rebranding of Kit'N'Kaboodle)
Farratto
October 24th, 2024, 22:26
Jack of All Things
Current Version: v3.5.12
Updated: 2026-06-14
Adds an action tab to items and spells. Allows for editing spell effects without putting the record onto a character.
Adds the ability to set actions to items, which will be shown on the character's Action Tab when the item is equipped.
Adds charges to items. Automated recharging. Can have items recharged using a die. Can configure something to happen when the item runs out of charges.
Adds inventories to NPCs. The primary benefit of this feature at present is to give NPCs items that have Actions.
Time-based recharge. When used in conjunction with the Clock Adjuster extension, items may be configured to recharge daily at Dawn, Noon, Dusk, or Midnight.
Equipped Effects. When the two extensions are used in conjunction, the power automation feature of Equipped Effects will add the power to the item.
Automatic Effects data. Leverages data in Automatic effects to automate item recharge configuration for items equipped while using Equipped Effects and Clock Adjuster.
Targeting Window. Huge icons. Option to open automatically on turn defaulted to off. Otherwise open by double-clicking target icon within CT targetting tab.
Collapse all and expand all buttons on PC actions tab. Adds collapsibility to Spell Slots and Generic Actions headings.
Other Extensions
Care has been taken to avoid negative interactions with other extensions. Current extension support includes:
Equipped Items, Advanced Effects, Map Parcels, Clock Adjuster, 5e Automatic Effects, Generic Actions.
If you find any negative interactions with other extensions, please let the maintainer know on the forums or Discord.
Installation
It is recommended that you disable and hide Kit'N'Kaboodle on your Forge account. And if you have downloaded any releases from github, you should also delete any copies of KitNKaboodle.ext in your extensions folder.
Install from the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/1959/view).
You can find the source code at Farratto's GitHub (https://github.com/Farratto/JackOfAllThings).
You can ask questions at the Fantasy Grounds Forum (https://www.fantasygrounds.com/forums/showthread.php?83081) thread.
Attribution
Jack of All Things is a rebranding of Kit'N'Kaboodle by MeAndUnique. M&U no longer supports KNK. Farratto is the maintainer of Jack of All Trades.
SmiteWorks owns rights to code sections copied from their rulesets by permission for Fantasy Grounds community development.
'Fantasy Grounds' is a trademark of SmiteWorks USA, LLC.
'Fantasy Grounds' is Copyright 2004-2021 SmiteWorks USA LLC.
Icons made by Freepik (https://www.freepik.com) from www.flaticon.com (https://www.flaticon.com/).
Icons made by pongsakornRed (https://www.flaticon.com/authors/pongsakornred) from www.flaticon.com (https://www.flaticon.com/)
Icons made by sbed (https://opengameart.org/users/sbed) and Delapouite (https://delapouite.com/) from Game-icons.net (https://game-icons.net/)
Change Log
v3.5.12: FIXED: Was inhibiting new encumbrance system in ruleset. Added protections for future ruleset changes to effects.
v3.5.11: FIXED: long-standing erroneous options set to local. Accomodations for ruleset 2026-05-05
v3.5.10: Accomodations for ruleset 2026-05-05
v3.5.9: Removed double-clicking enemy creatures as was incorporated into ruleset
v3.5.8: FIXED: single use items now reflecting correctly in actions tab. Minor performance improvements.
v3.5.7: FIXED: FG v4.8.2 broke the charges on items.
v3.5.6: Accomodations for FGU v4.8.0. JoAT no longer deletes items from inventory, but at least it doesn't throw errors. Will attempt bring JoAT back up to full functionality at a later date.
v3.5.5: FIXED: negative interaction with Combat Automation extension. Started compatibility updates for FG v4.8.0.
v3.5.4: FIXED: broke item charges when fixing nil error from v3.5.3
v3.5.3: FIXED: nil error when destroying item
v3.5.2: FIXED: Switching from JoAT items to Equipped Effects required restart to take effect. Expand/Collapse all buttons added to Floating tabs.
v3.5.1: FIXED: ineractions with Winnowing Pursuits. slight aesthetic improvements.
v3.5.0: Expand/Collapse all buttons added to Actions tab. Actions added by JoAT are now placed above Generic Actions.
v3.4.2: Negative interaction with Legendary Assistant. FIXED
v3.4.1: Negative interaction with Arcane Ward ext. FIXED
v3.4.0: Added option to keep targeting window open on turn change
v3.3.4: Disabled inventory tab on NPCs. This is functionality is covered by Map Parcels extension.
v3.3.3: Spamming console log: FIXED.
v3.3.2: Was sending NPC pictures to all connected clients. FIXED
v3.3.1: Fixed interaction with Spell Action Info
v3.3.0: New Option: Players may double-click nonfriendly NPCs to see their highres picture
v3.2.0: Added Next Actor button to targetting window.
v3.1.6: New targetting window with huge icons. Option to auto-open defaulted to off.
v3.1.4: Updated UI Elements in support of next round of deprecations. Minor Aesthetic Improvement.
v3.1.3: Previous patch not functioning as intended: Fixed.
v3.1.2: You may now close the offense tab in CT for current actor.
v3.1.1: Added warning window if loading both KNK and JoAT
v3.1.0: Rebranded to Jack of All Things. Minor bug fixes to accomdate Combat Automation extension.
GKEnialb
October 25th, 2024, 03:38
Awesome. Thanks so much for doing this!
dbachen
October 25th, 2024, 16:55
Awesome news. Glad to see that we were able to make a transition. For people who are going to ask, they should remove K&K and transition to this which is 100% backwards compatible (correct? )
On Forge, you would disable & hide from forge inventory. If you have manual copies that you installed from Github, you'll want to delete those.
I'd recommend that maybe you add some clarity to post #1 about "How to transition"
MrDDT
October 25th, 2024, 17:24
Great thank you!
Farratto
October 25th, 2024, 17:41
Awesome news. Glad to see that we were able to make a transition. For people who are going to ask, they should remove K&K and transition to this which is 100% backwards compatible (correct? )
On Forge, you would disable & hide from forge inventory. If you have manual copies that you installed from Github, you'll want to delete those.
I'd recommend that maybe you add some clarity to post #1 about "How to transition"
That's a good suggestion, thank you. I'll do that.
dbachen is right. Jack of All Things is 100% backwards compatible. You should disable and hide Kit'N'Kaboodle on your Forge account. And if you have downloaded any releases from github, you should also delete any copies of KitNKaboodle.ext in your extensions folder.
Gawain the Great
October 26th, 2024, 06:31
MeAndUnique's Kit'N'Kaboodle has been rebranded and put back on the forge. Farratto is the new maintainer.
Jack of All Things
Current Version: v3.1.0
Features:
Adds an action tab to items and spells. Allows for editing spell effects without putting the record onto a character.
Adds the ability to set actions to items, which will be shown on the character's Action Tab when the item is equipped.
Adds charges to items. Automated recharging. Can have items recharged using a die. Can configure something to happen when the item runs out of charges.
Adds inventories to NPCs. The primary benefit of this feature at present is to give NPCs items that have Actions.
Time-based recharge. When used in conjunction with the Clock Adjuster extension, items may be configured to recharge daily at Dawn, Noon, Dusk, or Midnight.
Equipped Effects. When the two extensions are used in conjunction, the power automation feature of Equipped Effects will add the power to the item.
Automatic Effects data. Leverages data in Automatic effects to automate item recharge configuration for items equipped while using Equipped Effects and Clock Adjuster.
Other Extensions
Care has been taken to avoid negative interactions with other extensions. Current extension support includes:
Equipped Items, Advanced Effects, Map Parcels, Clock Adjuster, Combat Automation, 5e Automatic Effects.
If you find any negative interactions with other extensions, please let the maintainer know on the forums or Discord.
Installation
It is recommended that you disable and hide Kit'N'Kaboodle on your Forge account. And if you have downloaded any releases from github, you should also delete any copies of KitNKaboodle.ext in your extensions folder.
Install from the forge at https://forge.fantasygrounds.com/shop/items/1959/view
Source code available at (https://github.com/Farratto/JackOfAllThings/releases
Change Log:
v3.1.0: Rebranded to Jack of All Trades. Minor bug fixes to accomdate Combat Automation extension.
This is the best "upgrade" news in a long time. This is such an essential extension. It does so many important behind-the-scenes things that nothing else does. Great work, and thank you.
Baron Toth
December 4th, 2024, 21:09
Thanks, Farratto, for taking this on. I thought I read somewhere that Jack of All Things can be used to automatically destroy potions once they're consumed. I set the "Charges" section to 1, never, destroy. That doesn't work. Am I missing something, or is that not a feature of JoAT?
Farratto
December 5th, 2024, 19:22
Thanks, Farratto, for taking this on. I thought I read somewhere that Jack of All Things can be used to automatically destroy potions once they're consumed. I set the "Charges" section to 1, never, destroy. That doesn't work. Am I missing something, or is that not a feature of JoAT?
It is working for me. Did you tick the box next to the healing potion spell after you casting it?
62873
Baron Toth
December 5th, 2024, 21:49
I must have a conflict with another extension. Potions added before have a box to tick, but new potions added don't have a box. Also, when I ticked the box on an old potion, I got this error.
I'll investigate and find the conflict.
/Users/dougmanning/Library/Application Support/CleanShot/media/media_mtCfNcr7WO/CleanShot 2024-12-05 at 16.45.59.jpg
Baron Toth
December 5th, 2024, 21:50
Trying again on the screenshot:
https://drive.google.com/file/d/1-IJzrTSWi2hZfa1rdwVd9WLiRmMp45wE/view?usp=sharing
Farratto
December 6th, 2024, 02:42
Trying again on the screenshot:
https://drive.google.com/file/d/1-IJzrTSWi2hZfa1rdwVd9WLiRmMp45wE/view?usp=sharing
Luck is with us on this day. I was able to recreate this error. I guess we're running some of the same extensions. I pushed a fix to the forge. After you update, it should work. Well, THAT error should be gone. Hopefully you don't have another hurdle
Baron Toth
December 6th, 2024, 13:05
Nope, still no boxes for me. I'll go to my test campaign and look for more conflicts. Just to be sure I'm following the expected path...
1) I made a copy of Potion of Hill Giant Strength from Items
2) I unlocked and edit the Actions tab to Charges / 1, Never, Destroy
3) I dragged the edited Potion to the player's inventory and equipped.
4) Open the player's Actions tab
I see the Potion, but there's no little box. And when I open the Potion on the player's Actions tab, the settings have reverted. See the attached screenshot.
I watched the Forge update, but didn't see Jack of all Things update- although everything goes by quickly. I'm showing v3.1.4 in my chat window. Is that the latest version?
https://drive.google.com/file/d/1-KOCXToC1wtpgPJEaDuK33tdDhaMQz34/view?usp=sharing
Farratto
December 6th, 2024, 15:53
Nope, still no boxes for me. I'll go to my test campaign and look for more conflicts. Just to be sure I'm following the expected path...
1) I made a copy of Potion of Hill Giant Strength from Items
2) I unlocked and edit the Actions tab to Charges / 1, Never, Destroy
3) I dragged the edited Potion to the player's inventory and equipped.
4) Open the player's Actions tab
I see the Potion, but there's no little box. And when I open the Potion on the player's Actions tab, the settings have reverted. See the attached screenshot.
I watched the Forge update, but didn't see Jack of all Things update- although everything goes by quickly. I'm showing v3.1.4 in my chat window. Is that the latest version?
https://drive.google.com/file/d/1-KOCXToC1wtpgPJEaDuK33tdDhaMQz34/view?usp=sharing
It looks like the item is not picking up the power. Are you using Equipped Effects? If you are, it should be automatically adding the power of the same name from the spell records list. If you are not, you can add the power manually into the item record.
Baron Toth
December 6th, 2024, 17:08
Yes, I have Equipped Effects loaded. I'll go to a clean campaign with just EE and JoAT loaded and see if that works.
Baron Toth
December 6th, 2024, 18:46
Still not working for me. Screenshot with only BCEG, Equipped Effects and JoAT loaded. Still no little box, and the potion does not destroy on use. Do I really have the latest version of JoAT loaded at 3.14?
Baron Toth
December 6th, 2024, 19:09
OK, some progress. I am using Equipped Effects, but you were right- the issue is that the Spell wasn't being added to the Powers tab. When I dragged the spell in manually, all worked as expected.
What's your normal workflow? It seems to me that I might want to export a module with all the common spells set up ahead of time.
Farratto
December 7th, 2024, 17:48
OK, some progress. I am using Equipped Effects, but you were right- the issue is that the Spell wasn't being added to the Powers tab. When I dragged the spell in manually, all worked as expected.
What's your normal workflow? It seems to me that I might want to export a module with all the common spells set up ahead of time.
3.1.4 is the latest. I'm glad you got it working. I have a separate campaign that I call "export" and put all the items,spells, npcs, whatever I have customized. And then export it as a module. Then have that module loaded on all my campaigns. Then I set that module as priority 1 in those campaigns so Equipped Effects will preferentially use anything in that module ahead of any other modules i have loaded.
Baron Toth
December 7th, 2024, 22:23
Thanks for the clarification. That's a good tip- to set that module as priority 1. I hadn't played with that feature.
Farratto
December 22nd, 2024, 03:21
I put in a targetting window that has huge icons. Functionally, it's identical to the targets tab on the combat tracker. You can open it in two ways: 1. enable the option to have it open automatically on your turn. 2. Double click the little target icon in the CT targetting tab (red arrow in the screenshot) 63035
Baron Toth
December 22nd, 2024, 10:07
Interesting. I look forward to playing with it.
Farratto
January 2nd, 2025, 19:44
New Option: Players may double-click nonfriendly NPCs to see their highres picture. Defaulted to on.
Farratto
January 20th, 2025, 00:52
Anyone using the NPC inventory tab from Jack of All Things without using Map Parcels?
adminwheel3
February 19th, 2025, 20:06
Is a 1 charge item supposed to be immediately removed upon clicking on the box? I haven't been able to get that to kick in yet. This is a healing potion I customized from the PHB for use by an Artificer, so the dice and bonus are different than the generic healing potion.
Farratto
February 19th, 2025, 23:02
Is a 1 charge item supposed to be immediately removed upon clicking on the box? I haven't been able to get that to kick in yet. This is a healing potion I customized from the PHB for use by an Artificer, so the dice and bonus are different than the generic healing potion.
If you want it to do that, you gotta change the value of "On Last" to "Destroy". You would also want the option enabled: "Remove destroyed items from inventory"; if you want it to also remove the item from the person's inventory
adminwheel3
February 20th, 2025, 01:44
If you want it to do that, you gotta change the value of "On Last" to "Destroy". You would also want the option enabled: "Remove destroyed items from inventory"; if you want it to also remove the item from the person's inventory
The deletion worked - however I'm now receiving a script error.
MrDDT
February 20th, 2025, 03:13
The deletion worked - however I'm now receiving a script error.
That is not an error, its a warning.
Farratto
February 20th, 2025, 13:40
The deletion worked - however I'm now receiving a script error.
I'm glad the suggestion I made worked for you.
As MrDDT says, this is a warning. Warnings are safe to ignore unless you're having a problem, it can help diagnose the problem. This warning in particular is because I've written in some accomodations to an extension you dont' have loaded. This is a good example of a common reason we have warnings that we can ignore.
Thank you for your concern and communication though. :-)
Farratto
February 21st, 2025, 13:52
New Feature: Expand All and Collapse All buttons added to actions tab. Also added the ability to expand and collapse the spell slots header and generic actions header. You may also notice (if you use generic actions) that I've defaulted the JoAT added actions to just above generic actions now, instead of just below it. You can still paper airplane them to the top and does not affect entries that have been paper airplaned to the top.
_JackDoor_
April 3rd, 2025, 12:32
Hi Farratto, getting back into FGU and your extension has saved our game!
The item actions work and show up in the actions tab, however the destroy on use is not working.
Looking above, do I and my players now have to select the box to use? This is the only way the item count decreases in inventory.
I have also noticed that when editing an item from the parcel window, the action dice area doesnt update.
6396663967639686396963970
Farratto
April 3rd, 2025, 15:11
Hi Farratto, getting back into FGU and your extension has saved our game!
The item actions work and show up in the actions tab, however the destroy on use is not working.
Looking above, do I and my players now have to select the box to use? This is the only way the item count decreases in inventory.
I have also noticed that when editing an item from the parcel window, the action dice area doesnt update.
6396663967639686396963970
The dice not showing up is a known limitation to the extension. It has to do with the fact that the item is not on a player and therefore it cannot calculate any possible stat contributions (like wisdom for a healing word).
In order to get the auto-deletion to work, you gotta set the "uses" to 1 under the spell record for the item. In your example, that would be the second-to-last screenshot. I know it's convoluted, but it needs that because some items have multiple charges per use.
_JackDoor_
April 3rd, 2025, 15:58
Hi Farratto,
Giving the player some wounds and x5 potions hasn't deleted it from its inventory when used.
All charges are set to one, and recharge set to never above destroy.
63971
Farratto
April 3rd, 2025, 17:49
Hi Farratto,
Giving the player some wounds and x5 potions hasn't deleted it from its inventory when used.
All charges are set to one, and recharge set to never above destroy.
63971
You also need the option turned on.63972
Darth Decisive
April 4th, 2025, 03:27
Hey there!
Something appears to have happened to this extension lately. With only Jack of All Things loaded, charges for items are no longer showing up on the actions tab. I'm still able to set up charges and abilities, but they aren't able to be toggled on at all.
Any idea whats going on?63977
Bonkon
April 4th, 2025, 06:20
Hey there!
Something appears to have happened to this extension lately. With only Jack of All Things loaded, charges for items are no longer showing up on the actions tab. I'm still able to set up charges and abilities, but they aren't able to be toggled on at all.
Any idea whats going on?63977
Good Day Darth Decisive :)
Try unlocking the character sheet. That seems to fix a lot of things these days. (Lock/Unlock is at the top of the sheet) :)
MrDDT
April 4th, 2025, 06:50
Hey there!
Something appears to have happened to this extension lately. With only Jack of All Things loaded, charges for items are no longer showing up on the actions tab. I'm still able to set up charges and abilities, but they aren't able to be toggled on at all.
Any idea whats going on?63977
Ok first thing Darth you have another ext loaded, I don't think that's the issue though.
63978
I do see a small issue is there is no way to set a total charges group option. So if you want to have many powers on an item, like a staff of power, that has 50 total charges, but each power on the item uses a set # of charges, there is no good way to do this, that I can see.
Farratto
April 4th, 2025, 14:11
Hey there!
Something appears to have happened to this extension lately. With only Jack of All Things loaded, charges for items are no longer showing up on the actions tab. I'm still able to set up charges and abilities, but they aren't able to be toggled on at all.
Any idea whats going on?63977
Apologies, I fixed something else and didnt notice I had broken this. They should both be fixed now.
Kayshin
April 13th, 2025, 13:00
Heyho! I've been using FG for ages, and some of my extensions have partly broken over time. I have taken in JackOfAllThings as the replacement for KitNKaboodle, but im running into warnings. It doesnt not work but i have warnings which i am a bit concerned about, and am trying to get rid of all my problems, so i dont see the console pop up at every corner. What i'm running in to is the following:
[4/13/2025 1:51:18 PM] [WARNING] windowclass: Window class (charsheet_actionsft) defined with merge attribute, but asset name does not match existing asset. [JackOfAllThings] [campaign/record_char_actions.xml]
[4/13/2025 1:51:18 PM] [WARNING] windowclass: Window class (power_action_resource) defined with merge attribute, but asset name does not match existing asset. [JackOfAllThings] [campaign/record_power.xml]
This is something i also see from other extensions, and im quite sure it is some interaction possibly with another extension, but i am not deep enough into FG extensions to figure out what is going on.
Farratto
April 13th, 2025, 15:09
Heyho! I've been using FG for ages, and some of my extensions have partly broken over time. I have taken in JackOfAllThings as the replacement for KitNKaboodle, but im running into warnings. It doesnt not work but i have warnings which i am a bit concerned about, and am trying to get rid of all my problems, so i dont see the console pop up at every corner. What i'm running in to is the following:
[4/13/2025 1:51:18 PM] [WARNING] windowclass: Window class (charsheet_actionsft) defined with merge attribute, but asset name does not match existing asset. [JackOfAllThings] [campaign/record_char_actions.xml]
[4/13/2025 1:51:18 PM] [WARNING] windowclass: Window class (power_action_resource) defined with merge attribute, but asset name does not match existing asset. [JackOfAllThings] [campaign/record_power.xml]
This is something i also see from other extensions, and im quite sure it is some interaction possibly with another extension, but i am not deep enough into FG extensions to figure out what is going on.
A few things:
1.> Warnings will not cause the console window to popup so if it's popping up on it's own, you have an error in there somewhere you gotta find.
2.> Vast majority of warnings are benign. Many things we (as extension writers) do is compensate for other extensions, and if you're not using the extension we've compensated for, it can produce these warnings. They are benign. The two warnings you've quoted here are because you are not using Floating Tabs and Capital Gains, respectively.
3.> Warnings can be useful if you are having an error or some other malfunctioning behavior. They might then be useful to the dev for diagnosis.
But thank you for reporting
ron209
April 15th, 2025, 15:41
Hey, this is not a bug report, just if there is a reference guide for the extension like how to program stuff and such?
MrDDT
April 16th, 2025, 05:04
Hey, this is not a bug report, just if there is a reference guide for the extension like how to program stuff and such?
Not really, you can look at the readme and see some of the changes over time, but nothing that is like a manual on how to use it. Coders, they make stuff that does things not that into documenting =P
Farratto
April 16th, 2025, 14:08
Hey, this is not a bug report, just if there is a reference guide for the extension like how to program stuff and such?
Ya, there's the README, this original forum post, and you can always ask questions here or the discord channel.
Paladins Pride
July 11th, 2025, 01:21
Hi, I seem to be having a negative interaction with combat automation (which is supposed to be a compatible extension). When I click on a charge for an item (in this case, a wand of magic missile), combat automation executes _not_ the spell associated with the item, but the last spell cast by the spellcaster (consuming another spell slot in the process). Is this the correct place to address the issue or is it an issue with combat automation?
Farratto
July 12th, 2025, 15:50
Hi, I seem to be having a negative interaction with combat automation (which is supposed to be a compatible extension). When I click on a charge for an item (in this case, a wand of magic missile), combat automation executes _not_ the spell associated with the item, but the last spell cast by the spellcaster (consuming another spell slot in the process). Is this the correct place to address the issue or is it an issue with combat automation?
Normally, I would post a message in both extension forums for a negative interaction, so you're good there.
I'm sorry. I am unable to replicate this problem. But, admitidly I don't really use Combat Automation so I'm probably not doing what you're describing correctly. Any chance you could make a short video and post it somewhere I can see? Or maybe just some screenshots that will help me understand the process to recreate the problem?
Also, it was a mistake to list Combat Automation as a compatible extension because I believe the author of Combat Automation is no longer maintaining it? I could be mistaken on that. I'll delist it as a compatible extension. But that doesn't mean on unwilling to help.
Paladins Pride
July 12th, 2025, 20:56
I've made a short video here:
https://drive.google.com/file/d/1ZOirkbN_Gx3mCExKTQuHCQ217xJNeXKs/view?usp=drive_link
- I show briefly my setup of the campaign and an example item (wand of magic missiles).
- I demonstrate the error that occurs when I first click to expend a charge, and the messages in the console.
- I demonstrate that after using combat automation to use firebolt, thereafter the combat automation uses this same power when I expend a charge from the wand of magic missile.
- Lastly, I show that when I use a custom power (potion of healing), clicking a charge does not activate the power at all.
Farratto
July 13th, 2025, 03:18
I've made a short video here:
https://drive.google.com/file/d/1ZOirkbN_Gx3mCExKTQuHCQ217xJNeXKs/view?usp=drive_link
- I show briefly my setup of the campaign and an example item (wand of magic missiles).
- I demonstrate the error that occurs when I first click to expend a charge, and the messages in the console.
- I demonstrate that after using combat automation to use firebolt, thereafter the combat automation uses this same power when I expend a charge from the wand of magic missile.
- Lastly, I show that when I use a custom power (potion of healing), clicking a charge does not activate the power at all.
Thanks for the video. I was able to replicate and fix the problem. Version v3.5.5 of Jack of all Things will have the fix.
Paladins Pride
July 17th, 2025, 00:43
That's great! I really like your extension and look forward to using it in my upcoming campaign!
Paladins Pride
July 24th, 2025, 00:37
Hi, I noticed that version 3.5.5 went live today, but the previously discussed issue does not seem to be fixed. Was a fix moved back?
Farratto
July 24th, 2025, 17:28
Hi, I noticed that version 3.5.5 went live today, but the previously discussed issue does not seem to be fixed. Was a fix moved back?
It's working perfectly for me. Are you having the same problem or a different one? Did you update?
Paladins Pride
July 25th, 2025, 00:56
I had messed with the module order of combat automation to see if that fixed things, so that was stopping me from seeing your fixes. It is working differently now. Now clicking on a charge doesn't activate a power at all, which wasn't what I expected, but definitely an improvement over things erroring.
Farratto
July 27th, 2025, 13:15
I had messed with the module order of combat automation to see if that fixed things, so that was stopping me from seeing your fixes. It is working differently now. Now clicking on a charge doesn't activate a power at all, which wasn't what I expected, but definitely an improvement over things erroring.
I'm sorry. I don't actually use Combat Automation so you'll have to be more specific. Clicking on a charge no longer activates a power on anything or no longer activates a power on items? If it's only items, did it work before? JoAT listings on the actions tab are different than regular spell listings and there is only so much I can do without completely rewriting either JoAT or CA. Although, the next patch is going to kill JoAT listings for good so I'll likely eventually rewrite the JoAT listings but no idea when that will happen.
Paladins Pride
July 29th, 2025, 14:41
When I click on an a charge from an item power, it doesn't automatically activate the associated item power via combat automation. Previously from my video, you could see it activate the wrong power; now it simply doesn't activate any. And I think that's fine, as long as it's not actively erroring out and can use both extensions, I'm happy.
Farratto
July 29th, 2025, 18:20
When I click on an a charge from an item power, it doesn't automatically activate the associated item power via combat automation. Previously from my video, you could see it activate the wrong power; now it simply doesn't activate any. And I think that's fine, as long as it's not actively erroring out and can use both extensions, I'm happy.
Unless it was working previously, I'm not going to be able to make it work without a hard-core rewrite. What was happening in your video, is that it was simply activating whatever SPELL was last activated. That is not the same thing as trying to activate a power attached to a JoAT item entry. Those powers are written differently into the action window. You may notice they look very different. Ultimately JoAT will need a rewrite so their powers are setup in the same way as the spell powers. That way, interactions with other extensions and base-FGU-rewrites will work seemlessly. We are not there right now.
TLDR: If it was working before, let me know and I can try to get it working again. But I can't make it work at this time, as I don't have the time for a rewrite at this juncture.
Vass_Dts
August 2nd, 2025, 00:49
Just a heads up for the TEST version (7.8.0); the following error is thrown up:
[ERROR] Script execution error: [string "JackOfAllThings:..ts/counter_item_power.lua"]:72: attempt to call upvalue 'getCastValueOriginal' (a nil value)
Near as I can tell it involves item use charges (which are not even shown on the character sheet right now).
Farratto
August 4th, 2025, 22:21
@Vass_Dts This error should be gone now.
SW completely rewrote the script that controls charges. I need to make a corresponding rewrite to JoAT scripting to give the charges on JoAT action items the full functionality they had before. I kind of "duct taped" it together so it wouldn't throw errors and retain as much functionality as I could without starting the rewrite. Eventually my plan is to make JoAT use normal action entries for items like Equipped Effects does, but with the added functionality of the extended charging control functionality that JoAT and KnK users have enjoyed up till now (thank you M&U). I realize this will take away the grouping function of JoAT. But it will also allow greater compatibility with other extensions and further updates to FGU to improve JoAT's longetivity.
For now, it looks like item deletion is no longer working in JoAT. It will be that way until I have time to do a rewrite. I BELIEVE that is the only thing not working at this time. Please let me know if this is not correct.
Unfortunately, I have become very busy IRL so my time to commit to this is pretty limited and I am supporting many extensions as this point. It will probably be some time until the above plan gets implemented. But I will continue to keep JoAT and the other M&U extensions as functional as I can with my time limitations. If anyone wants to contintribute, I'd be happy to check out pull requests on GitHub or answer any questions here on the forum or in Discord.
If you have any comments, requests, or questions, please let me know. Or if you find any errors I'm not aware of.
MadMichael
August 6th, 2025, 09:21
First, Thanks a lot for this extension. I really love it. I created over 200 items for my players and added them to groups to show on the character sheet. Unfortunately, the charges are no longer displayed, which causes some problems. Is there a way to fix this quickly?
Kindly Regards
Michael
Farratto
August 6th, 2025, 20:31
So, as explained above, SW rewrote the script that handles charges. When M&U wrote KnK, he made it very complex in the charge handling. I don't really think anyone but M&U would be able to quickly piece JoAT back together with the rewrite of the charges script that SW did. Now, I do have a plan to bring JoAT back to full functionality, but it involves a considerable investment of time, which I am completely incapable of doing right now as I am a medical student and I have patients and exams that trump everything else in my life.
That being said, I have duct-taped the crap out of JoAT and maintained ALMOST all of it's previous functionality so hopefully that duct-tape will hold until I have a long enough break that I can fix it properly. I ask for your patience in this matter. I understand how seriously people take their TTRPG's as I am one of them. If anyone wants to step up and try to take this project on, I'd be happy to discuss that as well.
What that means for RIGHT NOW: 2 things:
* 1.> JoAT no longer will decrement inventories when using charges. Work around would be manually decrementing inventory or moving to another extension that does this (Mad Nomad's Consumable Item's or Equipped Effects).
* 2.> The charge counter on items is now determined ONLY by the charge counter on the SPELL RECORD, NOT the ITEM RECORD. (it was BOTH before this patch) Please see the attached screenshot. 65016
Now, because of #2 above, there's likely many people out there with a ton of items that have charges on them, that do not have charges on the spell record. For those people: I recommend you take this problem 1 item at a time as needed (i.e. when they come up in your campaign). If this is not a viable solution for you, you can get more aggressive with scripting and risk some data loss. If you want to use this route, backup your campaign and/or module for the source of the data (make copies of the files and put them somewhere outside the fantasy grounds folder). Then you can open the db.xml in a text editor and try to to do a find & replace. If this is too daunting for you and you still feel this is very important, message me in discord and I'll see if I can help you in your individual situation.
MrDDT
August 6th, 2025, 22:24
Now, because of #2 above, there's likely many people out there with a ton of items that have charges on them, that do not have charges on the spell record. For those people: I recommend you take this problem 1 item at a time as needed (i.e. when they come up in your campaign). If this is not a viable solution for you, you can get more aggressive with scripting and risk some data loss. If you want to use this route, backup your campaign and/or module for the source of the data (make copies of the files and put them somewhere outside the fantasy grounds folder). Then you can open the db.xml in a text editor and try to to do a find & replace. If this is too daunting for you and you still feel this is very important, message me in discord and I'll see if I can help you in your individual situation.
Another option for those that do not want to worry about editing the db.xml.
You can simply just go through each item and FG normal uses and not use the charges. Meaning if you look at the screenshot you can see which one to edit correctly for it to work right.
You can bust through them 1 by 1 like this pretty fast if you just buckle down on it and focus only on that task. I believe for many it would likely be just as fast as trying to learn to edit the db.xml.
BushViper
August 11th, 2025, 03:01
So, as explained above, SW rewrote the script that handles charges. When M&U wrote KnK, he made it very complex in the charge handling. I don't really think anyone but M&U would be able to quickly piece JoAT back together with the rewrite of the charges script that SW did. Now, I do have a plan to bring JoAT back to full functionality, but it involves a considerable investment of time, which I am completely incapable of doing right now as I am a medical student and I have patients and exams that trump everything else in my life.
That being said, I have duct-taped the crap out of JoAT and maintained ALMOST all of it's previous functionality so hopefully that duct-tape will hold until I have a long enough break that I can fix it properly. I ask for your patience in this matter. I understand how seriously people take their TTRPG's as I am one of them. If anyone wants to step up and try to take this project on, I'd be happy to discuss that as well.
What that means for RIGHT NOW: 2 things:
* 1.> JoAT no longer will decrement inventories when using charges. Work around would be manually decrementing inventory or moving to another extension that does this (Mad Nomad's Consumable Item's or Equipped Effects).
* 2.> The charge counter on items is now determined ONLY by the charge counter on the SPELL RECORD, NOT the ITEM RECORD. (it was BOTH before this patch) Please see the attached screenshot. 65016
Now, because of #2 above, there's likely many people out there with a ton of items that have charges on them, that do not have charges on the spell record. For those people: I recommend you take this problem 1 item at a time as needed (i.e. when they come up in your campaign). If this is not a viable solution for you, you can get more aggressive with scripting and risk some data loss. If you want to use this route, backup your campaign and/or module for the source of the data (make copies of the files and put them somewhere outside the fantasy grounds folder). Then you can open the db.xml in a text editor and try to to do a find & replace. If this is too daunting for you and you still feel this is very important, message me in discord and I'll see if I can help you in your individual situation.
I genuinely appreciate your time and dedication to maintaining this extension.
There are half-a-dozen or so extensions that would end my usage of FGU if they stopped working and this is one of them. Combat Highlighter being another one -- it's that good and that important (to me).
GKEnialb
August 12th, 2025, 02:31
Definitely second BushViper's thoughts. A question on the charges:
* 2.> The charge counter on items is now determined ONLY by the charge counter on the SPELL RECORD, NOT the ITEM RECORD. (it was BOTH before this patch) Please see the attached screenshot. Screenshot 2025-08-06 153007.jpg
How do you handle an item having multiple abilities that come out of the same charge pool (especially when they each consume a different number of charges)?
Farratto
August 12th, 2025, 03:01
Definitely second BushViper's thoughts. A question on the charges:
How do you handle an item having multiple abilities that come out of the same charge pool (especially when they each consume a different number of charges)?
Ya, you're right. There's no great way to handle that at this time. I would set each spell record to the max number of charges the item has and then manually tic off the boxes as needed. It's going to take me some time to write something that fully supports this.
Another option would be to just have regular spell records not connected to the item that are in a spell group.
That's all I got, sorry. I wish M&U was still working with FG.
GKEnialb
August 12th, 2025, 03:06
No worries - that's what I thought. It's not a bad workaround - just wanted to make sure I wasn't missing something before I did it. :)
metaldm007
August 22nd, 2025, 04:41
Figured I mention that the work around of assigning the uses to the spell abilities themselves is no longer working, unfortunately. My PCs with items swapped over to them have the charges from our last sess, but we can no longer mark them as being used.
nephranka
August 22nd, 2025, 10:45
Figured I mention that the work around of assigning the uses to the spell abilities themselves is no longer working, unfortunately. My PCs with items swapped over to them have the charges from our last sess, but we can no longer mark them as being used.
I can confirm. The mouse clicking of the usage is not registering.
Farratto
August 23rd, 2025, 14:26
Sorry everyone. v4.8.2 broke JoAT again. I have a dev copy that fixes the new breakage, but it introduces a new problem. I am working on this and hopefully will have something for you soon.
metaldm007
August 24th, 2025, 00:08
Sorry everyone. v4.8.2 broke JoAT again. I have a dev copy that fixes the new breakage, but it introduces a new problem. I am working on this and hopefully will have something for you soon.
Geeze, SW just won't cut you a break.
Farratto
August 25th, 2025, 23:49
Just pushed a fix for this problem. I believe I got it working like before (I got lucky and found a solution that was not time-intensive). Please let me know if you have any problems.
nephranka
August 26th, 2025, 00:47
Just pushed a fix for this problem. I believe I got it working like before (I got lucky and found a solution that was not time-intensive). Please let me know if you have any problems.
Not only is it working but destroying on the last charge is now working! Thank you!
Fingersome
August 26th, 2025, 18:12
Farratto, you're my personal hero. Great work dude!
Baron Toth
August 26th, 2025, 20:09
Agreed. One of my favourite extensions.
Zacchaeus
November 19th, 2025, 18:05
When a single use item is used (only tested on a single use item) and the item is set to destroy on last use is the item supposed to be deleted from the player's inventory? It certainly deletes the number of items and removes it from the actions tab but it leaves it in the inventory. Is this intended?
nephranka
November 19th, 2025, 20:44
When a single use item is used (only tested on a single use item) and the item is set to destroy on last use is the item supposed to be deleted from the player's inventory? It certainly deletes the number of items and removes it from the actions tab but it leaves it in the inventory. Is this intended?
I think there is an option.
Zacchaeus
November 19th, 2025, 20:59
I think there is an option.
Indeed, but it makes no difference whether that is on or off.
nephranka
November 19th, 2025, 22:17
Indeed, but it makes no difference whether that is on or off.
I see. My players like keeping the original entry in the inv so it never occurred to me the option might not be working.
Farratto
November 20th, 2025, 03:09
When a single use item is used (only tested on a single use item) and the item is set to destroy on last use is the item supposed to be deleted from the player's inventory? It certainly deletes the number of items and removes it from the actions tab but it leaves it in the inventory. Is this intended?
Ya, I'm sorry. I was not able to fix that last property. Honestly I forgot what was the problem now but I worked on it quite a lot. It's kind of rough trying to support an extension that someone else wrote originally cause you don't really know the thinking behind a lot of the code. And M&U was a better programmer than me.
I will try aggain at some piont but unfortunately I am stupid busy right now and am even backed up on a few requests with my own extensions so this feature might be a while before I have time to attack it again. So I would say for the forseeable future, this feature is gone.
Thanks for reporting though.
Farratto
November 20th, 2025, 03:12
Ya, I'm sorry. I was not able to fix that last property. Honestly I forgot what was the problem now but I worked on it quite a lot. It's kind of rough trying to support an extension that someone else wrote originally cause you don't really know the thinking behind a lot of the code. And M&U was a better programmer than me.
I will try aggain at some piont but unfortunately I am stupid busy right now and am even backed up on a few requests with my own extensions so this feature might be a while before I have time to attack it again. So I would say for the forseeable future, this feature is gone.
Thanks for reporting though.
Oh, I just remembered a little bit of the problem. So deleting the item with the script that is triggered from a button within the action item "window" would trigger a handler to delete the "window" while the script within the window was still running. M&U had gotten around this with the old checkbox script but his work-around doesn't work with the new checkbox script. And I attempted for several hours to find a work-around and failed.
Henix
November 28th, 2025, 15:30
Hi guys, I was wondering if there is a way to set the item so that it recovers charges during both short and long rests, for example 1 charge during a short rest and then 1d4+1 during a long rest.
It would also be nice to have a box for the number of charges that can be set based on the PC's stats, for example proficiency bonus, lvl, and the classic 6 stats.
Farratto
November 30th, 2025, 21:51
Hi guys, I was wondering if there is a way to set the item so that it recovers charges during both short and long rests, for example 1 charge during a short rest and then 1d4+1 during a long rest.
It would also be nice to have a box for the number of charges that can be set based on the PC's stats, for example proficiency bonus, lvl, and the classic 6 stats.
I do appreciate your feedback and thank you for posting.
So, I personally won't be supporting homebrew rules. There are just too many variations and I just dont have the time. If you know of an example of a RAW situation where this would come up, I will add it to the todo list.
If anyone else wanted to contribute to make these types of things happen, I'd be happy to collaberate. Part of the problem is that I didn't originally write this extension, I'm just "keeping it alive." I have added features to it but I was a LOT less busy at that time and I now have my own extensions to maintain in addition to M&U's old extensions.
Speculi
January 25th, 2026, 18:56
I was creating an effect for a potion of healing in 5e (legacy).
Charge: 1
Recharge: Never
On Last: Destroy
Then I gave a character the potion, changed the amount to i.e. 4 and started to tick of uses.
With the option set to "Remove destroyed items from inventory" set to "Off" it ticks the used checkbox and removes one from the inventory, but as long as there is still one item left it also marks it as used. So basically it does both.
With the option set to "On" it removes one item and does not leave a marked checkbox. That's what I would expect as well. But with the option disabled, it seems a strange behavior.
Farratto
January 26th, 2026, 12:09
I was creating an effect for a potion of healing in 5e (legacy).
Charge: 1
Recharge: Never
On Last: Destroy
Then I gave a character the potion, changed the amount to i.e. 4 and started to tick of uses.
With the option set to "Remove destroyed items from inventory" set to "Off" it ticks the used checkbox and removes one from the inventory, but as long as there is still one item left it also marks it as used. So basically it does both.
With the option set to "On" it removes one item and does not leave a marked checkbox. That's what I would expect as well. But with the option disabled, it seems a strange behavior.
I probably made an error the last time I "fixed" this option. The ruleset coding for those tickboxes changed dramatically a few patches ago and I had to duct tape something together to make it function somewhat normal. It's still not working the way it used to but I'm not M&U and I don't have a lot of free time.
But, I will see if I can fix the "option off" behavior without breaking the "option on" behavior. If you were to look at the code at this point, it's covered in duct-tape and super-glue.
wrandalljr4
April 11th, 2026, 07:03
Hello
I reviewed the JackOfAllThings extension and tracked the two warnings down to specific merge blocks in the XML.
The warnings were coming from these files:
campaign/record_char_actions.xml
This file contains a FloatingTabs compatibility merge block targeting charsheet_actionsft.
campaign/record_power.xml
This file contains a merge block targeting power_action_resource.
The issue is that JackOfAllThings is trying to merge into UI classes that no longer match the versions currently being loaded by Fantasy Grounds. Because of that mismatch, FG reports that the asset name does not match the existing asset.
To resolve the warnings, I removed the two outdated merge blocks.
The blocks removed were:
From campaign/record_char_actions.xml:
<!-- FloatingTabs compatibility -->
<windowclass name="charsheet_actionsft" merge="join">
...
</windowclass>
From campaign/record_power.xml:
<windowclass name="power_action_resource" merge="join">
<script>
function update(_, bHideCast)
if super and super.update then super.update() end
resourcebutton.setVisible(not bHideCast);
end
</script>
</windowclass>
Result:
Removing those blocks cleared the JackOfAllThings merge warnings.
Tradeoff:
This also removes JackOfAllThings support for the FloatingTabs version of the character actions page and removes its custom update() patch for the power_action_resource row. In my testing, this was the safest way to eliminate the warnings without guessing at new merge targets.
I also created a cleaned version of the extension with those warning-causing blocks removed:
Farratto
April 11th, 2026, 23:13
Hello
I reviewed the JackOfAllThings extension and tracked the two warnings down to specific merge blocks in the XML.
The warnings were coming from these files:
campaign/record_char_actions.xml
This file contains a FloatingTabs compatibility merge block targeting charsheet_actionsft.
campaign/record_power.xml
This file contains a merge block targeting power_action_resource.
The issue is that JackOfAllThings is trying to merge into UI classes that no longer match the versions currently being loaded by Fantasy Grounds. Because of that mismatch, FG reports that the asset name does not match the existing asset.
To resolve the warnings, I removed the two outdated merge blocks.
The blocks removed were:
From campaign/record_char_actions.xml:
<!-- FloatingTabs compatibility -->
<windowclass name="charsheet_actionsft" merge="join">
...
</windowclass>
From campaign/record_power.xml:
<windowclass name="power_action_resource" merge="join">
<script>
function update(_, bHideCast)
if super and super.update then super.update() end
resourcebutton.setVisible(not bHideCast);
end
</script>
</windowclass>
Result:
Removing those blocks cleared the JackOfAllThings merge warnings.
Tradeoff:
This also removes JackOfAllThings support for the FloatingTabs version of the character actions page and removes its custom update() patch for the power_action_resource row. In my testing, this was the safest way to eliminate the warnings without guessing at new merge targets.
I also created a cleaned version of the extension with those warning-causing blocks removed:
As the maintainer of Jack of All Things, I recommend against using this person's code. Apparently (s)he is not aware that warnings are normal part of extensions and can be ignored and they are proposing removing support for other extensions in order to get rid of a warning that has 0 effect on the functioning of the extension.
The result of the changes that this person is proposing will be loss of support for FloatingTabs and will have no gain whatsoever.
To wrandalljr4: If you are having some issue with Jack of All Things, please let me know and I will make my best effort to help, fix, or find a work-around for you. Please do not make public posts about code changes without first consulting the maintainer of the extension.
wrandalljr4
April 11th, 2026, 23:51
As the maintainer of Jack of All Things, I recommend against using this person's code. Apparently (s)he is not aware that warnings are normal part of extensions and can be ignored and they are proposing removing support for other extensions in order to get rid of a warning that has 0 effect on the functioning of the extension.
The result of the changes that this person is proposing will be loss of support for FloatingTabs and will have no gain whatsoever.
To wrandalljr4: If you are having some issue with Jack of All Things, please let me know and I will make my best effort to help, fix, or find a work-around for you. Please do not make public posts about code changes without first consulting the maintainer of the extension.
Sorry, this was meant to let you know, not for anyone else to make changes. I was getting this conflict in my logs. I just wanted you to be aware, that is all. Sorry for overstepping.
Farratto
April 12th, 2026, 00:05
Sorry, this was meant to let you know, not for anyone else to make changes. I was getting this conflict in my logs. I just wanted you to be aware, that is all. Sorry for overstepping.
These things happen. It's okay.
So you are aware though, these messages are not a conflict. It's just a warning. A conflict will show up as an "error" or lack of function. These warnings occur because the extension is calling templates that are not loaded on that particular system. Extension writers take advantage of this functionality to support other extensions without causing real errors or disfunction. You can safely ignore these warnings. Only pay attention to them if they are paired with dysfunction or an actual error message.
wrandalljr4
April 12th, 2026, 00:17
These things happen. It's okay.
So you are aware though, these messages are not a conflict. It's just a warning. A conflict will show up as an "error" or lack of function. These warnings occur because the extension is calling templates that are not loaded on that particular system. Extension writers take advantage of this functionality to support other extensions without causing real errors or disfunction. You can safely ignore these warnings. Only pay attention to them if they are paired with dysfunction or an actual error message.
Yes, I knew it was not a major issue, but I do not like warnings or errors showing up, so I try to fix them when I can. Right now, we have an extension loaded that is preventing the effect tagging notification from displaying in chat, so I am troubleshooting all of the extensions we currently have loaded.
Farratto
April 12th, 2026, 04:54
Yes, I knew it was not a major issue, but I do not like warnings or errors showing up, so I try to fix them when I can. Right now, we have an extension loaded that is preventing the effect tagging notification from displaying in chat, so I am troubleshooting all of the extensions we currently have loaded.
That's a bummer. Best of luck with that.
wrandalljr4
April 12th, 2026, 10:00
That's a bummer. Best of luck with that.
It was 5e Reaction extension
metaldm007
May 6th, 2026, 05:26
Seems like the big overhaul to Fantasy Grounds has caused an error with the extension. When opening a PCs inventory, I receive the following code in the attached screenshot.
67302
EDIT: The same line of code also pops up when entering the Effects tab on the sheets.
SECOND EDIT: Figured out that it was an incompatibility with older extensions on the Effects tab, particularly bmos' Advanced Spell Damage and Advanced Weapon Damage.
Farratto
May 6th, 2026, 23:06
Seems like the big overhaul to Fantasy Grounds has caused an error with the extension. When opening a PCs inventory, I receive the following code in the attached screenshot.
67302
EDIT: The same line of code also pops up when entering the Effects tab on the sheets.
Thank you for reporting. I'll take a look soon. This was not noticed or reported during the testing phase. Either a late change or just never reported.
Farratto
May 7th, 2026, 15:25
My bad. Apparently I fixed this problem way back when testing was new and then forgot to upload it to forge. It's in the forge now. Please let me know if you have any other problems.
Speculi
May 8th, 2026, 23:10
Is it expected that most of the settings for JoAT seem to be per user instead even though it says (GM) in the headline?
Farratto
May 9th, 2026, 02:15
Is it expected that most of the settings for JoAT seem to be per user instead even though it says (GM) in the headline?
Wow, I'm shocked at how long it took for someone to notice that. That has been like that since before I took over as maintainer. I'll get that fixed. Thank you for the report.
Speculi
May 9th, 2026, 21:12
Not sure how long it has been that way to be honest. I "recently" started to use the extension. I think I remember my players were able to use my coded healing potions a couple of weeks ago. But last game they asked me how to roll the healing. I asked them to just go to their actions and use it and then was surprised they couldn't see it.
After the game I figured out the settings seem to be per player now. ¯\_(ツ)_/¯
Toadkiller
June 13th, 2026, 21:46
I found a small issue that if you have Jack of All Things loaded, that the current inventory weight for a character is 0 until you add something, then it will give the correct weight of the inventory.
Below are some screenshots of 5e (Legacy) with no addons loaded, and then with just the Jack of All Things enabled:
67818
67819
Farratto
June 14th, 2026, 15:11
I found a small issue that if you have Jack of All Things loaded, that the current inventory weight for a character is 0 until you add something, then it will give the correct weight of the inventory.
Below are some screenshots of 5e (Legacy) with no addons loaded, and then with just the Jack of All Things enabled:
67818
67819
Thanks for reporting. It should be fixed now.
Toadkiller
June 15th, 2026, 20:04
Thanks for reporting. It should be fixed now.
Yep, it works great, thanks for the quick fix.
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