/* * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that * it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If * not, see <http://www.gnu.org/licenses/>. */ package silentium.scripts.handlers.item; import silentium.gameserver.handler.IItemHandler; import silentium.gameserver.instancemanager.CastleManorManager; import silentium.gameserver.model.L2ItemInstance; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Playable; import silentium.gameserver.model.actor.instance.L2MonsterInstance; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.ActionFailed; import silentium.gameserver.tables.SkillTable; /** * @author l3x */ public class Harvester implements IItemHandler { L2PcInstance _activeChar; L2MonsterInstance _target; @Override public void useItem(final L2Playable playable, final L2ItemInstance _item, final boolean forceUse) { if (!(playable instanceof L2PcInstance)) return; if (CastleManorManager.getInstance().isDisabled()) return; _activeChar = (L2PcInstance) playable; if (!(_activeChar.getTarget() instanceof L2MonsterInstance)) { _activeChar.sendPacket(SystemMessageId.INCORRECT_TARGET); _activeChar.sendPacket(ActionFailed.STATIC_PACKET); return; } _target = (L2MonsterInstance) _activeChar.getTarget(); if (_target == null || !_target.isDead()) { _activeChar.sendPacket(ActionFailed.STATIC_PACKET); return; } final L2Skill skill = SkillTable.getInstance().getInfo(2098, 1); // harvesting skill if (skill != null) _activeChar.useMagic(skill, false, false); } }