OtherDrops

Make anything drop anything, anyhow!
Minecraft 1.7 features (click)!!
OtherDrops allows you to add anything from a simple "glass drops glass" or mob rewards, to a complex overhaul of your servers drops with drops differing depending on tools, biome, time, weather and much more, along with custom messages, actions and commands.
OtherDrops is lightweight* (it only acts on what you configure) and respects most protection plugins (eg. WorldGuard, Regios) settings. Many examples are included that you can enable and/or customize as you wish.
Getting Started (tutorials)
- Install & setup first custom drops
- Customising mob & block drops
- Customising money & XP rewards
- Customising fishing rewards
- Customising mob spawns
Core Features
- Drop anything!* (*from Bukkit - if it doesn't, let me know)
- Use triggers such as block break, combat, fishing & more
- Conditions to fine-tune your drops such as tool, world, regions, weather, permissions & more
- Add actions including damage, healing, messages, potion effects & more
- Easy syntax allows you to quickly customize drops & rewards for your server
- Future Support
- Where-ever possible the official Bukkit lists are used so OtherDrops supports all current and future:
- blocks, items, mobs, enchantments, potion effects, biomes,
- spawn reasons, tree, villager professions, cat & skeleton types
- Support for special item data:
- Custom names & lore text
- Enchanted weapons & armour (or add random enchantments)
- Enchant anything with unlimited levels (dirt with level 30 damage?)
- Enchanted books with any enchantment
- Written books (wtih custom title/author/pages)
- Leather armour colors
- Custom fireworks colors
- Skull types & custom player heads
- Support for special mob data:
- Custom names, HP (health) & equipment for any mob
- Baby animals (all "Ageable" mobs - chicken, cow, pig, zombie etc)
- Tame wolves (including collar color) or cats (& different cat types)
- Sheep colors (and sheared/unsheared)
- Villager professions, villager zombies, powered creepers & agressive level for pig-zombies
- Wither skeletons, Slime & lava-slimes of any size
- Economy support (via Vault)
- Support for all major economy plugins (see Vault project page)
- Players can gain, lose or steal money based on fixed amount or percentage
- Compatible with "MoneyDrop" to drop physical money items.
Conditions
- Multi-world support - create separate files to handle each world
- Add super rare drops with chance values down to 0.000000001%
- Specify tools required (or a list of tools eg. [any sword, -diamond sword])
- Lorename, Heroes (class & level) conditions
- Cooldowns
Actions
- Apply actions alongside the drop (or even without a drop)
- Damage tools and/or consume items (eg. use dyes to color wool)
- Damage or heal the victim, player or even the whole world
- Apply potion effects to the victim, player, radius, world or server
- Display custom messages (or a list of messages with one selected at random)
- Create explosions, lightning, visual effects (including particles), sound effects
- Run commands
Ideas
- Give leaves various chances of dropping apples, sticks, cocoa beans, saplings, etc on break and/or leaf decay.
- Make glass, stairs, and boats reclaimable (can be tool-specific if you wish).
- Allow gold and iron to be mined directly into ingots with a golden pickaxe.
- Allow users to right-click on cobblestone with vines in hand to turn the cobblestone mossy.
- Nerf mob traps by disabling drops from environmental damage.
- Unleash the zombie apocalypse by setting zombies to drop zombies when they die! (This can be world-specific.)
- Make mobs that don't normally spawn naturally spawn.
- Make mob spawning, drops, and events biome specific!
Documentation
Dev Builds
Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Help Wanted
Would you like to help improve OtherDrops? Here are some ways to get involved:
- Media/art: OtherDrops could really do with some tutorial and example videos.
- Testers: Testers who are able to go through the plugin and rigorously check that things (both existing and new features) work as they should. PM Zarius your Skype (or other IM) details if you're interested or jump on the IRC channel.
- Programming: any assistance is welcomed - see the todo list here for some ideas. Anyone with refactoring and/or automated testing experience that wants to assist would be great.
Thanks
Many thanks to these people who helped with OtherDrops:
- Cyklo: creator of the original OtherBlocks. OtherDrops is a continuation of Cyklo's original OtherBlocks (2011) plugin.
- Celtic Minstrel: many code commits and a major overhaul of the code moving into version 2.0. Moved on to create DropFactory.
- Rofang: major update of OtherDrops documentation.
- RugRats13: lots of testing and some documentation.
- Faldonboy & Steelsouls: currently maintaining and improving the documentation.
- CommodoreAlpha: community support on the comments/forum, assisting with documentation.
Many long nights are spent improving OtherDrops so if you like it please consider a donation to my coffee fund :) 
- OtherDrops uses Metrics for anonymous usage stats (learn more).

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Posted Feb 18, 2013Alright, thanks for trying ^_^... Found another plugin that solves the bow problem, but armor as well. Still, my class system is 80% based on this plugin, so keep up the good work! *hugs
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Posted Feb 18, 2013Would it be possible to extend the new RANDOM enchant slightly so they can be used multiple times on one drop?
Also, with enchants_use_unsafe set to false I was still able to get a sword drop(using random) that had an infinity enchantment on it. Would it also be possible to add an option to make the enchants_use_unsafe option NOT affect drops using random enchants? I need it on for some of my rare drops but when using random and getting stuff like fire_protection on your sword its a bit annoying.
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Posted Feb 18, 2013@ZariusT
Thank you so much :D you have no clue how much I appreciate this I've only started to test it and as long as I add air to my multiple % based drops it seems to work perfectly will do more testing tho thanks so much :D
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Posted Feb 18, 2013Release 2.8-beta4 ( Link Removed: http://www.mediafire.com/download.php?27dbj32say6ddcl until BukkitDev file approved)
And here's some examples of what the changes let us do:
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Posted Feb 18, 2013@MasterKitty0102
Ah, sorry - re-read this comment and there's currently no way to deny an arrow being shot (I don't listen to the projectile fired event) - only deny a drop if they haven't got the right permissions.
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Posted Feb 18, 2013@Akitsaws
Try out this build ( Link Removed: http://www.mediafire.com/download.php?zvclqdsxu4329ry ) :)
(support added for RegenBlock, also fixed an issue that affected LogBlock/CoreProtect logging)
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Posted Feb 17, 2013@Cultist_O
There are no spoiler tags here which is why I've changed the Support Thread at the top of this page to be the Bukkit forums (which do have a [spoiler][/spoiler] tag). Otherwise you can post it to pastebin.com and link it here. Will check these issues out later tonight.
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Posted Feb 17, 2013@ZariusT
I actually realised and tried replacing the "- mobspawn: MOB_SPAWN" with "- action: MOB_SPAWN" from our egg-chicken denying thing, and it stops the fish from dropping, but still does not stop the chicken from spawning
also remember that by default eggs and snowballs do not actually damage, I do not know if they still creates a EntityDamageEvent
It also bears noting that entering a value for damage.victim throws a bunch of errors:
While entering a single digit range works as expected:
If you would like the log I can give it to you, but remind me how to do a spoiler again
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Posted Feb 17, 2013@Cultist_O
Doh, you're right - there's no action: HIT trigger - I was thinking of action: LEFT_CLICK as that also monitors EntityDamageEvent but only for player hits, not hits from a projectile - will take a look at that.
The spawn one should have been "action" rather than "mobspawn", as per below:
Hmm, not sure about denying the chicken spawn only when being used as the trigger - that's a bit of a tricky one.
@Faldonboy
Yes, it should accept a list :)
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Posted Feb 17, 2013@ZariusT
Next question, does potioneffect.victim accept lists? [INCREASE_DAMAGE@6000@2, SPEED@6000@2, FIRE_RESISTANCE@6000@2] for example.
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Posted Feb 17, 2013@ZariusT
I'm not sure whether you meant that these should work now, or that they could be implemented later in this way, but they do nothing apparent right now (2.8 beta 3)
- actually, it stops the egg spawned chicken from dropping anything if killed later, tried using FISH in place of NOTHING to test further, and they dropped fish once I killed them
What are we using as a trigger in the projectile cases? Because I was not aware that tool: PROJECTILE_EGG was a trigger, but thought it was a qualifier for the trigger action: BREAK
In the case of blocking the chicken spawns, I was actually hoping to deny them only when throwing the egg was the trigger for a specific drop, rather than any time a thrown egg would spawn a chicken
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Posted Feb 17, 2013@Faldonboy
Yeah - who wants to drop increased damage angry wolves!!! That's scary! :D
Actually, not so scary as they won't currently attack you - Bukkit bug :\
In regards to the issue - yeah, it's due to the potioneffect.victim applying to the target which in the case is the original spawn, being different to a dropped mob. I can see how that config makes sense though so I'll have to think of a way around it.
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Posted Feb 17, 2013Hmm, is this intentional?
This works:
But this doesn't
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Posted Feb 17, 2013@Cultist_O
Hmm, possibly since I keep an eye on EntityDamageEvent anyway - should work something like:
Hmm... denying the chicken spawn could work like this:
There's are new features though so needs more testing - let me know if there are any problems.
And yeah, more examples are definately welcome :) Once a wiki is set up (hopefully very soon) I'll have a spot where people can add & maintain their own preferred config (if they're happy to share it).
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Posted Feb 17, 2013@RawwkGaming
Yes, this is possible - for a single drop you can use:
You can also create a separate "include file" if you wanted with the file set to apply only to a specific world (or list of worlds) by putting this section at the top of the include file:
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Posted Feb 17, 2013I wonder if it's possible to make the "drops" in a certain world using Multiverse? So I can like edit drops so a leave drops a stick only in a different world, not the official spawn world.
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Posted Feb 17, 2013@Akitsaws
I replied on the RegenBlocks thread noting that it's due to not being able to replace drops in a BlockBreakEvent without cancelling the event. If you (or anyone reading this) is interested in a fix that would increase compatibility with logging plugins and others like RegenBlock please consider signing up to the Bukkit issue tracking and voting on the issue here.
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Posted Feb 17, 2013So I notice the damage.victim parameter that was just added, and got really exited, but will we see things like being struck with various projectiles as a trigger? Or is there a way to do that already that I've missed?
I would like to have eggs thrown at damaged mobs kill them, and drop a spawn egg for that mob, (like a pokéball I guess) right now I am having to use right click, which looks nowhere near as good.
As a side note, is there any way to deny the chance of baby chicken spawn in these instances?
Are you interested in interesting drop files to use as examples/ideas? I use this plugin a lot, and feel like I've invented some neat ideas.
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Posted Feb 17, 2013@MasterKitty0102
Someone else had this issue and I just fixed it last night. See the issue page for a special build where permission apply to the arrow shooter.
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Posted Feb 17, 2013@ZariusT
projectile_arrow is the one I needed. Thank you!