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Jumpgate Mod Compatibility

Is there an official or community list somewhere showing mod compatibility with Jumpgate? It would be handy to know before converting a game and finding out session four that some feature is broken. 
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Edited 1736635233
Gauss
Forum Champion
Considering the large number of available mods, it might be better if you list the ones you are planning on using. Then someone can go over that list and see if there are any that would be problematic. 
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The Aaron
Roll20 Production Team
API Scripter
There are a few questions you can answer to determine if a script is likely to have problems: does it rely on the player to draw a line?  If it does, it will probably need to be updated. It won't crash, but the new pathv2 object for Jumpgate won't be seen by scripts that are looking for legacy path objects. Some scripts have been updated for this (It's a Trap, PathMath, Token Collisions). Others still need to be updated (Patrol, Dry Erase, etc.) does it use duplicate status markers?  Jumpgate doesn't currently show multiple status markers. Fly, Flymore, FateDots, etc won't be useful. TokenMod won't be able to show the multiple status markers.  Beyond that, I can't think of anything that would cause an issue. There may be a few bugs (TurnMarker1 is affected by one such bug, where api created images can't be pushed to the back), so definitely be very vocal about any issues!
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Does it change attributes on a character sheet? Not a Jumpgate incompatibility per se, but one with Beacon. The new D&D sheet is Beacon-based, and the ability to mix sheets is Jumpgate based, so it's definitely a factor to consider. Most scripts that alter an attribute on a character sheet are currently incompatible.
The Aaron said: There are a few questions you can answer to determine if a script is likely to have problems: does it rely on the player to draw a line?  If it does, it will probably need to be updated. It won't crash, but the new pathv2 object for Jumpgate won't be seen by scripts that are looking for legacy path objects. Some scripts have been updated for this (It's a Trap, PathMath, Token Collisions). Others still need to be updated (Patrol, Dry Erase, etc.) does it use duplicate status markers?  Jumpgate doesn't currently show multiple status markers. Fly, Flymore, FateDots, etc won't be useful. TokenMod won't be able to show the multiple status markers.  Beyond that, I can't think of anything that would cause an issue. There may be a few bugs (TurnMarker1 is affected by one such bug, where api created images can't be pushed to the back), so definitely be very vocal about any issues! So drawing lines, no I don't think so. Same with duplicate status markers, all of ours, while custom, are unique. keithcurtis said: Does it change attributes on a character sheet? Not a Jumpgate incompatibility per se, but one with Beacon. The new D&D sheet is Beacon-based, and the ability to mix sheets is Jumpgate based, so it's definitely a factor to consider. Most scripts that alter an attribute on a character sheet are currently incompatible. I do have mods that change attributes. Lots of sheet interaction actually from gold, to XP, to swapping stats, etc. ChatSetATTR comes to mind, but it's game dependent. In one game we use: Aura/Tint Health Colors, TokenMod, MonsterHitDice, DungeonAlchemistImporter, and Faerun Calendar. In the other game we use: TokenMod, WildHelpers, WildShape (though this might get replaced with a script using ScriptCards), ScriptCards, Concentration, ChatSetATTR, SpawnDefaultToken, SuperNotes, TempHP, Messenger, SelectManager, libTokenMarkers, DeleteToken, TableExport, 
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timmaugh
Pro
API Scripter
I can speak to Messenger and SelectManager, as those are mine. They should have no issue. (Other scripts in the Metascript Toolbox have to be updated, but not those).
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
For the most part, Jumpgate is pretty Mod-friendly. It's the  Beacon sheets like D&D 2024 that will be the main stumbling block.  ChatSetAttr have Beacon problems. I am guessing that WildShape will have also Beacon issues. Pardon if you are not using the Beacon sheet, but there is a huge amount of conflation between Jumpgate and Beacon among the user base.
keithcurtis said: For the most part, Jumpgate is pretty Mod-friendly. It's the  Beacon sheets like D&D 2024 that will be the main stumbling block.  ChatSetAttr have Beacon problems. I am guessing that WildShape will have also Beacon issues. Pardon if you are not using the Beacon sheet, but there is a huge amount of conflation between Jumpgate and Beacon among the user base. We aren't currently using Beacon sheets since we're playing in the original games. So it sounds like we may be able to convert so long as we don't change which sheets we use. Not quite ideal, but we're only missing out on the new sheets. We do play 2024 characters, but we just level up manually and edit sheets by hand. timmaugh said: I can speak to Messenger and SelectManager, as those are mine. They should have no issue. (Other scripts in the Metascript Toolbox have to be updated, but not those). Thanks for the certainty!
Not running D&D currently, but am using Radar as a mod which doesn’t seem to be working in jump gate currently