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 15, 2013So I don't really understand how it is done, but I have seen adventure maps with items that are enchanted (have the purple glow) but have no enchantment listed when you mouse over the item. What is actually going on here? Is there a way to drop items like this?
I'm using items with lore-names as new items, that interact with the world in new ways, but i'd like the glow to make it obvious that there is something different about them, even without mousing over them, but at the same time don't want to have it list an unrelated enchantment when you do.
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Posted Mar 15, 2013@gepardo43
MC 1.5 and MC 1.4.7 are two things different. Current plugins for 1.4.7 won't work on 1.5 for the most part.
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Posted Mar 15, 2013Error related to bukkit 1.5 update:
http://pastebin.com/hJm9D4Ke
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Posted Mar 15, 2013@ZariusT
Ok, thanks for all. :) that's a really good plugin. It gives a lot of "game".
:D
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Posted Mar 15, 2013@NemesisMate
Perhaps I should have called it itemname but yes, lorename = item name and I haven't added support for lore descriptions yet.
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Posted Mar 15, 2013Thanks very much.
Hm.. I was looking for names/lorenames and now I'm confused. What is exactly a lorename?, the item name (as edited by anvils) or the description of it?.
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Posted Mar 15, 2013@NemesisMate
Yes, adding any color (or the reset code "&r") stops anvils being used to make the name. eg, lorename: "&rMyname".
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Posted Mar 15, 2013@NemesisMate
Well I successfully named items, like for example:
The book name is in italic, and if I do for example:
It works. If I don't "name" the written book (eg. if I don't add the @!~aa) and right click the stone, it does not work. So it is really the @!~aa that the lorename recognize, and not the title of the book.
I think you can name any item. I will try with others like stick etc.
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Posted Mar 15, 2013@ZariusT
Do you know if there is a way to put lorenames that can't be put by players on anvils?. So they can't make that item?.
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Posted Mar 15, 2013@NemesisMate
Yes, but I don't think you can do it with "diamondsword@!myname" yet. There's a "lorename" parameter is the latest beta versions you can use, eg:
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Posted Mar 15, 2013Can a tool be a lore named item?, it would be very great to do special weapons and items. :D
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Posted Mar 14, 2013@Hecatonchyr
Cool, glad you got the first bit working :) Have you seen the "effects" parameter? (eg. effects: [smoke, flames])
The following issues regarding use of id number will take a bit of testing to sort out - could you post what you've got so far and what works/doesn't work to the bug report (or tickets) link at the top of this page?
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Posted Mar 14, 2013Thanks looks cool. I have done something I thought was impossible:
This config works and successfully replaces by a gravel block, and then clicking the new gravel block names the diamond sword. But if I put a "vanilla" gravel block (eg. block ID 13), and right click with a diamond sword, it doesn't trigger the config. This is perfect and doesn't require complex naming as I thought earlier. Some effects (mobspawner_flames, smoke) and a simple change of data value (49 => 49@2 for one object, 49@3 for another etc) can create a custom enchantment/lore/anything table. So cool.
Now with the bad news: putting quotes doesn't solve the modded block target problem. I carefully looked at my server log, and with "652" or 652 it says :
[WARNING] [Otherdrops:2.8b.156] Unrecognized target (skipping): 652
It says 652 with both "652" and 652. It says the same thing with DIVINERPG_BLUEWOOD (with or without quotes, 652 is replaced by DIVINERPG_BLUEWOOD in the server log).
Another question, why can I do that:
But when I do this, Otherdrops crashes (java.lang.NullPointerException) ?
When I write just tool: 258, it works.
EDIT: I found out you need to write a range of data value (I used here from 0 (brand new) to 100000 just to be sure, even though iron tools durability is around 250) and no crash:
That's pretty good so we can trigger configs considering durability of tool.
Also, how can you use reply and Markdown ? Using <<>> doesn't work.
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Posted Mar 14, 2013@Hecatonchyr
No probs :)
Lorename (and @!) only applies to items at the moment, I could look into naming blocks (by location) & entities (by entity unique ID) internally (although 1.5 will have true named entities).
Replacementblock would be the correct way to do it if this is added. I've added it to my todo list here.
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Posted Mar 14, 2013Sorry to bother again but I have tons of ideas and can't find it in the reference pages. Can we do something like this:
49:
- action: RIGHT_CLICK
lorename: Essence of Zombie # can I use spaces ?
drop: 49@!~Zombie Obsidian # I would like to place the block automatically
consumetool: 1
OR
49:
- action: RIGHT_CLICK
lorename: Essence of Zombie # can I use spaces ?
replacementblock: 49@!~Zombie Obsidian # Can we name with replacement ?
consumetool: 1
49@!~Zombie Obsidian: # can Otherdrops recognize named entities as the target ?
- action: RIGHT_CLICK
tool: DIAMOND_SWORD
command: [a lot of things on the sword]
replacementblock: AIR
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Posted Mar 14, 2013@Hecatonchyr
Nope, should work fine :)
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Posted Mar 14, 2013If I set individual drops and then global drops for the same kind of entities, will it work ?
For example let's say I have this:
ZOMBIE:
- action: BREAK
drop: STICK
I would like also to do this:
ANY_CREATURE:
- action: BREAK
chance: 5%
drop: SPAWN_EGG@THIS
I guess zombies will drop Stick 100% of time and Spawnegg 5% of time, no tricky things like one item overriding another or percentage scaling ?
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Posted Mar 14, 2013@AlexSmith49
Sorry, these are very new features so haven't added any tutorials for that yet. I spend most of my time coding :) Happy to help though, there are some examples at the gallery page (which I haven't yet linked into the project page yet).
For example:
Potion effect swords aren't really the main focus of OtherDrops (which would be drops) so can be a little tricky, but possible:
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Posted Mar 14, 2013How do you have mobs wear armor? What about potion effect swords? The tutorials are quite confusing.
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Posted Mar 14, 2013@All - I've replaced the BukkitDev tickets page with the GitHub issues page.
Unfortunately BukkitDev doesn't always alert me to new tickets or new ticket response, in addition the GitHub issues add cool stuff like being able to note an issue number in a commit message and have a note appear on the issue page, plus if I'm coding I also get instant notifications of new GitHub issues :)
@Hecatonchyr
Thanks for the extra info - let me know how it goes with the quotes :)