Ya, there's the README, this original forum post, and you can always ask questions here or the discord channel.
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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.
I've made a short video here:
https://drive.google.com/file/d/1ZOi...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.
That's great! I really like your extension and look forward to using it in my upcoming campaign!
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?
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.
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.
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).
@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.
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
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. Attachment 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.
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.
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).
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)?Quote:
* 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
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.
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. :)
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.
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.
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.
Farratto, you're my personal hero. Great work dude!
Agreed. One of my favourite extensions.
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.
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.
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.
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.
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: