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Home > RGSS Script Reference > Self

Self


Description: "Self" is shorthand for "this instance of this class" when used within a class's methods.

Code Sample:
def skill_effect(user, skill)
    self.critical = false
    if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
       ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
      return false
    end
    effective = false
    effective |= skill.common_event_id > 0
    hit = skill.hit
    if skill.atk_f > 0
      hit *= user.hit / 100
    end
    hit_result = (rand(100) < hit)
    effective |= hit < 100
    if hit_result == true
      power = skill.power + user.atk * skill.atk_f / 100
      if power > 0
        power -= self.pdef * skill.pdef_f / 200
        power -= self.mdef * skill.mdef_f / 200
        power = [power, 0].max
      end
      rate = 20
      rate += (user.str * skill.str_f / 100)
      rate += (user.dex * skill.dex_f / 100)
      rate += (user.agi * skill.agi_f / 100)
      rate += (user.int * skill.int_f / 100)
      self.damage = power * rate / 20
      self.damage *= elements_correct(skill.element_set)
      self.damage /= 100
      if self.damage > 0
        if self.guarding?
          self.damage /= 2
        end
      end
      if self.damage.abs > 0
        amp = [self.damage.abs * skill.variance / 100, 1].max
        self.damage += rand(amp+1) + rand(amp+1) - amp
      end
      eva = 8 * self.agi / user.dex + self.eva
      hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
      hit = self.cant_evade? ? 100 : hit
      hit_result = (rand(100) < hit)
      effective |= hit < 100
    end
    if hit_result == true
      if skill.power != 0 and skill.atk_f > 0
        remove_states_shock
        effective = true
      end
      last_hp = self.hp
      self.hp -= self.damage
      effective |= self.hp != last_hp
      @state_changed = false
      effective |= states_plus(skill.plus_state_set)
      effective |= states_minus(skill.minus_state_set)
      if skill.power == 0
        self.damage = ""
        unless @state_changed
          self.damage = "Miss"
        end
      end
    else
      self.damage = "Miss"
    end
    unless $game_temp.in_battle
      self.damage = nil
    end
    return effective
  end

Syntax
@
@@
$
alias
[array index]
attr_accessor
attr_reader
attr_writer
class
def
do
ensure
for
if
[iterator]
key => value
new
next
nil
redo
require
return
rescue
self
super
undef
unless
until
while
yield

Classes
Arrow_Actor
Arrow_Base
Arrow_Enemy
Game_Actor
Game_Actors
Game_BattleAct
Game_Battler
Game_Character
Game_Common
Game_Enemy
Game_Event
Game_Map
Game_Party
Game_Picture
Game_Player
Game_Screen
Game_SlfSwitch
Game_Switches
Game_System
Game_Troop
Game_Variables
Interpreter
Scene_Debug
Scene_End
Scene_Equip
Scene_File
Scene_Gameover
Scene_Item
Scene_Load
Scene_Map
Scene_Menu
Scene_Name
Scene_Save
Scene_Shop
Scene_Skill
Scene_Status
Scene_Title
Sprite_Battler
Sprite_Character
Sprite_Picture
Sprite_Timer
Spriteset_Battle
Spriteset_Map
Window_Base
Window_Battleresult
Window_Battlestatus
Window_Command
Window_DebugLeft
Window_DebugRight
Window_EquipItem
Window_EquipLeft
Window_EquipRight
Window_Gold
Window_Help
Window_InputNumb
Window_Item
Window_MenuStatus
Window_Message
Window_NameEdit
Window_NameInput
Window_PartyCom
Window_PlayTime
Window_SaveFile
Window_Selectable
Window_ShopBuy
Window_ShopCom
Window_ShopNum
Window_ShopSell
Window_ShopStatus
Window_Skill
Window_SkillStatus
Window_Status
Window_Steps
Window_Target

Other
Class Hierarchy
Global Variables


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