What is better...Jass or vJass

Ostrze

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So...as i mentione in title, what is better...Jass or vJass?
I am going to work on a team and i know a bit of jass, so will it be better to learn vjass or stay at jass?
 

Viikuna

No Marlo no game.
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vJass makes Jassing a lot of easier, so vJass is better. This sounds pretty weird, because vJass is just Jass extension, and could not exist without Jass.

I see no reason why not to use vJass. I use it because it makes things easier. That is all.

So yes, if you are going to learn Jass, learn vJass as well.
 

Ostrze

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thanks for help guys :p i am gonna try vjass, as i can write a spell in jass ( ain't easy and mostly is buggy), but works even partly ;]
 

Exide

I am amazingly focused right now!
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>I see no reason why not to use vJass. I use it because it makes things easier. That is all.
When you guys put it that way, it could easily be mistaken, imo.
I'm sure there are several other good things about vJASS (that I don't know about).
My point is: GUI makes Jassing easier as well, but that isn't better. :p
 

Romek

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Why does everyone think vJass is completely different to Jass? :p
It basically IS Jass with a few extra fancy additions such as global blocks and libraries.

In the end, it's compiled to standard Jass anyway.
 

Viikuna

No Marlo no game.
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GUI makes Jassing easier as well, but that isn't better.

Actually, IMO GUI makes Jassing harder. ( and it makes code ineffective )

I would not recommend GUI to anyone.


But note that people can make really good maps with GUI only. So its not like prime evil or anything.

EDIT. Global block is great, I could not Jass without it.
 

Ostrze

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how can i convert a spell from jass to vjass? is it just making scope, private functions and etc? Cuz when i tried to do that, my test map displayed an error about the spell
 

Ostrze

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I tried to convert this into vJass:
JASS:
function Cond takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

function ChainHeal takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true)
    local real x1 = GetUnitX(cast)
    local real y1 = GetUnitY(cast)
    local real x2 = GetUnitX(targ)
    local real y2 = GetUnitY(targ)
    local lightning lightA
    local lightning lightB
    
    if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
            set lightA = AddLightning("HWPB" , true , x1, y1 , x2 , y2 )
            set lightB = AddLightning("HWSB" , true , x1, y1 , x2 , y2 )
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
    endif
    set nexttarg = GroupPickRandomUnit(postargets)
    call RemoveLocation(p)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll(500.00, p)
    call GroupAddUnitSimple( targ, donetargets )
    call GroupRemoveGroup( donetargets, postargets )
    set prevtarg = targ
    set targ = nexttarg
    set heroint = ( ( heroint * 3 ) / 4 )
    set x1 = GetUnitX(prevtarg)
    set y1 = GetUnitY(prevtarg)
    set x2 = GetUnitX(targ)
    set y2 = GetUnitY(targ)
    call TriggerSleepAction(0.01) 
    if lightA != null then
        call DestroyLightning ( lightA )
    endif
    if lightB != null then
        call DestroyLightning ( lightB )
    endif
    set lightA = null 
    set lightB = null  
        
    loop
        exitwhen noofdone == 16 or targ == null
        if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
                set lightA = AddLightning("HWPB" , true , x1, y1 , x2 , y2 )
                set lightB = AddLightning("HWSB" , true , x1, y1 , x2 , y2 )
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
        set nexttarg = GroupPickRandomUnit(postargets)
        call RemoveLocation(p)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll(500.00, p)
        call GroupAddUnitSimple( targ, donetargets )
        call GroupRemoveGroup( donetargets, postargets )
        set prevtarg = targ
        set targ = nexttarg
        set heroint = ( ( heroint * 3 ) / 4 )
        call TriggerSleepAction(0.01)
        if lightA != null then
            call DestroyLightning ( lightA )
        endif
        if lightB != null then
            call DestroyLightning ( lightB )
        endif
        set lightA = null 
        set lightB = null 
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
function InitTrig_ChainHeal takes nothing returns nothing
    set gg_trg_ChainHeal = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_ChainHeal, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( gg_trg_ChainHeal, Condition(function Cond))
    call TriggerAddAction( gg_trg_ChainHeal, function ChainHeal)
endfunction


and i ended with this:
JASS:
scope ChainHeal initializer Init
private function Conditions takes nothing returns boolean
    return GetSpellAbilityId() == 'A002'
endfunction

private function Actions takes nothing returns nothing
    local unit cast = GetTriggerUnit()
    local unit prevtarg
    local unit targ = GetSpellTargetUnit()
    local unit nexttarg
    local location p = GetUnitLoc(targ)
    local group postargets = GetUnitsInRangeOfLocAll( 500.00 , p)
    local group donetargets = CreateGroup()
    local integer noofdone = 0
    local integer heroint = GetHeroStatBJ(bj_HEROSTAT_INT, cast, true)
    local real x1 = GetUnitX(cast)
    local real y1 = GetUnitY(cast)
    local real x2 = GetUnitX(targ)
    local real y2 = GetUnitY(targ)
    local lightning lightA
    local lightning lightB
    
    if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
            set lightA = AddLightning("HWPB" , true , x1, y1 , x2 , y2 )
            set lightB = AddLightning("HWSB" , true , x1, y1 , x2 , y2 )
            call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
    endif
    set nexttarg = GroupPickRandomUnit(postargets)
    call RemoveLocation(p)
    set p = GetUnitLoc(nexttarg)
    set postargets = GetUnitsInRangeOfLocAll(500.00, p)
    call GroupAddUnitSimple( targ, donetargets )
    call GroupRemoveGroup( donetargets, postargets )
    set prevtarg = targ
    set targ = nexttarg
    set heroint = ( ( heroint * 3 ) / 4 )
    set x1 = GetUnitX(prevtarg)
    set y1 = GetUnitY(prevtarg)
    set x2 = GetUnitX(targ)
    set y2 = GetUnitY(targ)
    call TriggerSleepAction(0.01) 
    if lightA != null then
        call DestroyLightning ( lightA )
    endif
    if lightB != null then
        call DestroyLightning ( lightB )
    endif
    set lightA = null 
    set lightB = null  
        
    loop
        exitwhen noofdone == 16 or targ == null
        if IsPlayerAlly(GetOwningPlayer(targ), GetOwningPlayer(cast)) == true and IsUnitInGroup( targ , donetargets ) == false then
                set lightA = AddLightning("HWPB" , true , x1, y1 , x2 , y2 )
                set lightB = AddLightning("HWSB" , true , x1, y1 , x2 , y2 )
                call SetUnitLifeBJ(targ , ( GetUnitStateSwap(UNIT_STATE_LIFE, targ) + ( 3 * heroint)))
        endif
        set nexttarg = GroupPickRandomUnit(postargets)
        call RemoveLocation(p)
        set p = GetUnitLoc(nexttarg)
        set postargets = GetUnitsInRangeOfLocAll(500.00, p)
        call GroupAddUnitSimple( targ, donetargets )
        call GroupRemoveGroup( donetargets, postargets )
        set prevtarg = targ
        set targ = nexttarg
        set heroint = ( ( heroint * 3 ) / 4 )
        call TriggerSleepAction(0.01)
        if lightA != null then
            call DestroyLightning ( lightA )
        endif
        if lightB != null then
            call DestroyLightning ( lightB )
        endif
        set lightA = null 
        set lightB = null 
    endloop
    
    set cast = null
    set targ = null
    set prevtarg = null
    set nexttarg = null
    set p = null
    set postargets = null
    set donetargets = null
endfunction   
    
private function Init takes nothing returns nothing
    local trigger trig = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( trig, EVENT_PLAYER_UNIT_SPELL_EFFECT )
    call TriggerAddCondition( trig, Condition(function Conditions))
    call TriggerAddAction( trig, function Actions)
endfunction

endscope


I know the spell doesn't fully work itself, but when i make it jass it doesn't display any errors...and i don't have newgen, coz when i try to dl it, it displays me an error :p

and the errors after i tried to enable the spell in the form after i tried converting it to vJass:
it says something about awaiting end of line, awaiting name of variable, awaiting code instruction and awaiting name. The errors might be not exact as i have polish W3 and i am my englih is not good enough to translate it fully.
 

Ostrze

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hummm...won't be easy, cuz it displays about 90 errors...lol

EDIT:
It starts errors on this line:
JASS:
return GetSpellAbilityId() == 'A002'


and then it goes on most of lines down

EDIT2:

It's actually every line down :p
 

Ostrze

New Member
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I don't have the jass helper...if i will want to use vJass, the whole team working on a map will have to use jasshelper?

i downloaded jass helper, but it displays an error, when i want to switch it on...

it says it didn't find bin\SFmpq.dll
 

Flare

Stops copies me!
Reaction score
662
I don't have the jass helper...if i will want to use vJass, the whole team working on a map will have to use jasshelper?

i downloaded jass helper, but it displays an error, when i want to switch it on...

it says it didn't find bin\SFmpq.dll

1) Everyone will need JASSHelper (or NewGen)

2) You downloaded JASSHelper or NewGen?

3) Redownload (assuming it was NewGen)?
 

Ostrze

New Member
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I think i am just gonna stay at Jass...I don't think my whole team will be getting Jasshelper or JassNewGenPack...
 
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