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 19, 2013@Faldonboy
I'm not sure I understand where you're telling me to put that. Would I do &r&2Ultrasword for both the drop(@!) and the lorename: parameter? Would that solve the problem of the lorename: parameter not recognizing formatting?
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Posted Feb 19, 2013@Steelsouls
Try using a format code, personally I always use &r(reset) to get rid of the horrible looking italic text.
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Posted Feb 19, 2013@ZariusT
I'm testing out lorename: stuff and there's a possible problem with people naming items on an anvil the same as special rare OD drops. If you just do a standard lorename, like your Poison Whip for example, somebody could just name a Fishing Rod on an anvil (once another person gets the drop and tells somebody the name).
So my solution was to use color codes. OD has no problem using color codes in a drop, like
Which is great because an anvil cannot actually use color codes, they just show up with &2 whereas that drop from OD would have a colored name. So far everything works perfectly and this would avoid the problem, however, OD's lorename: parameter does not recognize colored names. If I use the parameter lorename: &2Poison Whip it will only accept a vanilla-anviled item with &2 actually showing in the name. If I do lorename: Poison Whip as parameter, it only accepts the vanilla-named Poison Whip but not the colored name version dropped by OD.
Edit: I've also tried with and without single quotes. Nothing I tried gave an error, just wouldn't work in game with the colored names.
I know this is long and rambling, but I hope it made sense.
TL:DR: I'm trying to make OD's lorename drops exclusive so people can't copy them and can only get them through OD.
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Posted Feb 19, 2013Doesn't seam to recognise MILK_BUCKET (so it says on the console)
19:01:12 [WARNING] [OtherDrops:2.8-beta3.1] Unrecognized target (skipping): MILK _BUCKET
Here's what I tried doing in the config...
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Posted Feb 19, 2013@Faldonboy
Fixed, fixed and fixed :) Helps if you let me know what the debug message is exactly so I can search for it :) Found it though and bumped the verbosity up so you only see it on Verbosity.highest.
Wither skeletons now spawn with the stone sword & I tested that they apply wither.
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Posted Feb 18, 2013@ZariusT
I didn't even think to try SKELETON@NORMAL, yes though, they are more of a challenge as melee fighters(default of stone sword). When equipped with bows they don't apply the wither effect to players they attack.
EDIT: The example of a wither skeleton equipped with a sword you posted doesn't work. Attempting to reload OtherDrops while that example is in produces this error too.
EDIT 2: Your example used a single "!" as the first separator, it needed two. Now it works haha.
EDIT 3: there is a debug message spamming console, happens whenever I use a fishingrod(haven't tested other items) that uses damage.victim: lightning
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Posted Feb 18, 2013@Akitsaws @XxBoonexX
You're welcome :)
@Faldonboy
Hmm... didn't think of that. Less of a challenge though? I thought bows would make them more of a challenge?
You should still be able to set the equipment like this:
Do they usually spawn with a stonesword (haven't actually seen them "in the wild")? I could modify the default to be correct for both normal and wither skellies.
You can specify normal skeletons only with SKELETON@NORMAL. I guess many people will be thinking of the skeleton & wither as two separate types rather than just a datavalue on the skeleton.
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Posted Feb 18, 2013Hmm, because you have defaulted skeletons to always having bows equipped wither skeletons always spawn with bows too, it makes them significantly less of a challenge. I tried this but it appears we can't edit the equipment of wither skeletons yet. :P
Also, somewhat of a large problem(for me at least) wither skeletons can drop anything from both the SKELETON and SKELETON@WITHER drops. Ex: I have skeletons set to sometimes drop emeralds but wither skeletons are also dropping them.
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Posted Feb 18, 2013@Cultist_O
Ah yeah I see it now. Makes perfect sense. Wasn't realizing the damage that killed the mob made a whole new drop event. It seems like Zarius' idea of damage.victim: remove would be perfect without the obvious weirdness of that on a player. Is it possible to add something like that and make it so it can only affect mobs?
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Posted Feb 18, 2013Thank you very much for all your help with the other drops /regen block issue, the whole server is grateful.
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Posted Feb 18, 2013@Steelsouls
yes, the problem is, the drop happens that includes the spawn egg, the damage and nothing, this triggers the death of the mob, which triggers a new drop, being that it is unspecified it drops the default (I imagine tool: ANY would include this kind of death, but I want normal zombie death to result in default drops)
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Posted Feb 18, 2013@ZariusT
No problem isn't that big of an issue thanks so much for all the help tho.
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Posted Feb 18, 2013@Faldonboy
Thanks for that - I can see it's an arrow hitting a mob and checking for permissions. It should be checking on the shooter of the arrow but seems to be trying to check on the arrow itself. Not sure why that happened, will track down that line tonight, fix and/or put an extra check in there to avoid the issue.
Can you post it to the bug report link at the top of the page so it doesn't get lost in comments?
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Posted Feb 18, 2013This error showed up randomly, only came up once though.
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Posted Feb 18, 2013@Cultist_O
Yeah, I tried the damage.victim first and had the problem of dropping default. Suggestion of tool: otherdrops is cool - although could run into issues later if you want to be more specific. Or perhaps a "damage.victim: remove" for entities (not sure what that would do to a player though :\)
@Faldonboy
Yeah, I thought of multiple random enchantments but it's impossible the current way - guess I'm gonna have to do it the hard way :D (as I expect other people will expect the same feature :))
@Akitsaws
Why the need to add air to the drops? Is this something I could fix? (need more details of the problem)
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Posted Feb 18, 2013@Akitsaws
Yeah, it's quite complicated getting replacementblock, deny, nothing, default and the "overridesdefault" settings all working together. I decided the "overridesdefault" settings should take priority over DENY but I'll work on fixing DENY soon.
@Steelsouls
NOTHING won't work in that way because a zombie doesn't usually drop anything on a hit anyway. Cultist's suggestion of tool being "OtherDrops" would work.
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Posted Feb 18, 2013@Akitsaws
Its done that for the last several versions.
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Posted Feb 18, 2013Deny seems to allow players to break the blocks now (2.8-beta4)
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Posted Feb 18, 2013@Cultist_O
On the Parameters page it says drop: NOTHING will stop default drops. Will this work? I have never used drop: NOTHING, but based on the description it should stop the default and then OD will still drop the spawnegg.
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Posted Feb 18, 2013@ZariusT super awesome! Is there any way to have a drop depend on a mob's health at the time of the trigger? So that you would have to weaken the mob before you could catch it?
I would also suggest damage.victim instead of replacementblock, for pokéballs as replacementblock will remove torches, pressure plates and whathaveyou from their space... however I cannot find a way to prevent their default drop from occurring then, it does not seem to interpret that as damage from an egg. Can we have a way to control drops for kills by otherdrops damage? Perhaps a "tool: OD"
My current pokéball config:
Along with the message and fixing the block removal cited above, this will be cool in 1.5 when it shows the name over the mob and says things like "ZariusT was slain by Cultist_O's Zombie"