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 Mar 3, 2013Can anyone explain to me how I could make a skeleton not drop bones? I've looked and tried but have had no luck. Thanks!
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Posted Mar 3, 2013I'm having problems with potions consuming correctly. Here is what I have:
When players use the mob-egg on the ground, it dissapears correctly, even the last one. With the potion, it will consume them. But when theres only 1 in a slot, it wont consume it. It will just say "you feel tipsy" but it will remain. I tried using replacetool: glass_bottle, but the potions I have are named "Booze", and when it replaces with glass bottle, it still has the name. I also tried replacetool: AIR, but that doesn't work either...
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Posted Mar 3, 2013@Faldonboy
I'm not so sure about how much lag that would cause. WorldGuard has exactly that function, it just uses the info differently. It's right towards the top of WG config, the player location tracking. You can use it to keep people in/out of certain regions.
On the other hand, I just realized you'd be not only checking player location, but the block types and datas of the world around them. Nevermind, way too much lag, haha!
@Abnormal_Zombie
Thank you! Makes so much sense now :)
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Posted Mar 3, 2013@TommehRRR
I could see that causing INSANE amounts of lag for even the best servers. Even if it only checked every few seconds on a server with over 200 people on it that would spell disaster.
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Posted Mar 3, 2013How about a interaction for when a player Touches the block? Stands on it or is in it?
Like swimming, configuring what Lava does, if you can be in water without or with a certain set of armour...
Maybe setting spikes that you stand on to inflict damage?
This can evolve many traps!
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Posted Mar 3, 2013@ZariusT
YESSS! Now it is working. Many thanks :D
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Posted Mar 3, 2013@JanChris96
That's an unfortunate effect of our using the YAML config files. Just leave out the second PLAYER: line and it'll work fine.
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Posted Mar 3, 2013@Faldonboy
Many thanks for this really fast help. It is now running as intended ... but I have stumbled upon a strange bug (?) ...
I have added another type of jailstick ...
Only the drop that is defined at last in the config is considered. o.O In this case the raw fish is working. If I swap the order, only the stick sends players to the jail.
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Posted Mar 3, 2013@JanChris96
Try it without the action: BREAK and try adding tool: PLAYER
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Posted Mar 3, 2013I am using OD for fixing the plugin jail. So far I could setup all things without problems - Now the jailsticks are working via OD. I also defined two reactions on players hurting even killing villagers. In the first case there is only a warning. In the second case the murderer is send to jail.
My problem: I would like to define similar rules for PvP. Hurting without killing is okay. And killing results in a visit in the jail. But the BREAK action does not work with players :/
This works
This does not work
How can I fix this?
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Posted Mar 3, 2013@Faldonboy
Huh, we're running b.89. Our error does look slightly different than the OP's, though.
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Posted Mar 3, 2013@Steelsouls
UNIQUE eliminates all other triggered drops caused by the same event so that that drop (the one with flags: UNIQUE) is the only one to actually trigger.
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Posted Mar 3, 2013@FlyingPikachu
That should have been fixed in 2.8b.89, it was for me at least.
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Posted Mar 3, 2013@h3xx3
I made your log code nicer:
As for the skeletons:
Skeletons spawned by /odd aren't affected by the code, so you have to look for naturally spawned ones. :D
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Posted Mar 3, 2013Hoping this ticket gets addressed soon: http://dev.bukkit.org/server-mods/otherdrops/tickets/135-could-not-pass-event-entity-damage-by-entity-event/
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Posted Mar 3, 2013I just realized I've never used the flag: UNIQUE. How long does that prevent the drop from occurring again?
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Posted Mar 2, 2013@h3xx3
What version of OtherDrops are you using?
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Posted Mar 2, 2013I'm trying to make Reapers replace skeletons but this code isn't working.
It just makes normal skeletons no matter what. Also drops won't work for me unless I write them like this.
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Posted Mar 2, 2013@Notjerem
Try PROJECTILE@ANY_CREATURE instead of 'any_projectile'.
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Posted Mar 2, 2013Hi ! Another question please
It not work properly. What's wrong ?