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 May 23, 2013@TommehRRR
What version of OtherDrops are you running? Hit was only introduced in a 2.8 beta version so prior to this it's not possible.
Also, just tested it and noticed it kills the player o_O Heh, I was supposed to use "damage.victim: 300" instead :) Another gotcha is that projectile_arrow needs to be uppercase, I'll fix that for the next version.
So finally it needs to be:
And run with the latest beta.
@TjustinD
Something like this:
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Posted May 23, 2013@ZariusT
Apparently the action HIT is invalid, and i can't see any other valid actions for this - am i pasting this in a incorrect location?
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Posted May 23, 2013How to make a drop happen anywhere except for a certain region?
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Posted May 23, 2013@TommehRRR
Hmm, I think this might work:
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Posted May 23, 2013How would i make a zombie die instantly when it's hit by an arrow? Also, how would i modify the zombies' hit sound when using any tool?
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Posted May 23, 2013@Varijon
Oops, forgot to note it should have been "TRAPPED_CHEST&6Loot" or some such (ie. including a color code). Of course, you need to make sure you haven't enabled another plugin that might allow for adding color codes to lore.
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Posted May 22, 2013@ZariusT
Would be cool to have indeed, just be careful because players can create this lootchest themselves? Like rename it to Loot at anvil.
In my config I've been using chests with unused datavalues like:
No key item, just breaking chests and yeah the chest goes from super rare at the start to being rather common later in the minigame.
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Posted May 22, 2013@CommodoreAlpha
That's a cool idea, could enhance it further using names - I think chests can have names now, no? Anyway, the following wont work yet but when I add name support for chests it should:
Using the named chest (when it's possible) would give you a bit more control over chests - including making different levelled chests.
Having said that you should probably check out PhatLoots if you haven't already, it focuses on loot chests and using a trapped chest initially could be a good feature suggestion for it to add.
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Posted May 22, 2013@medullaman
Those features do sound quite useful, should be fairly easy to add BlockIgnite & BlockBurnt triggers - I'll look into it.
The live fire dropping is possible using eg. "event: EXPLOSION@nobreak/fire/2.0" however the side-effect is extra explosion damage to entities (nobreak = no damage to blocks).
Glad you're enjoying the plugin - thanks for the ideas and let me know if there's any problems :)
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Posted May 22, 2013One cool thing I've thought about was improvising an instant loot chest via this plugin. (I've lots of other cool things I thought about, but I'm not sharing any more secrets :P)
What it involves is a trapped chest, a normal chest, and an item that should be hard to get.
A trapped chest would represent a chest with treasure in it that is ready to be looted (the latch is red which serves as a signal).
A plain chest would represent an empty chest. The item that is hard to get would be used as a one-time key to unload a trapped chest by slapping it (AKA the event "LEFT_CLICK" or "HIT").
(The hard-to-get item should be hard-to-get and/or distributed by staff only because it presumably bypasses plugins that would protect a chest.)
Basically, what would happen, is that you slap a trapped chest with the hard-to-get item, which would consume the item and have the trapped chest drop everything it holds. It would not be able to be looted again because it would revert to a normal chest.
Here's what the configuration could look like for what I just said. (Do not do the same thing for "CHEST" because it will make it an infinitely loot-able chest.)
TRAPPED_CHEST:
- tool: <Any item that is hard to get; you can also use data values on items to make it all the more rare, if you're not into restricting the normally obtainable items of vanilla MC>
action: LEFT_CLICK
drop: CONTENTS
consumetool: 1 (or more, but 1 should be fine)
replacementblock: CHEST (it makes it look like the chest becomes "unavailable" for further looting)
effect: STEP_SOUND (you can add another effect if you want)
lorename: <Completely optional>
message: "You use your key to loot the chest! Or some other message here!"
I'd post this in the forum, but I've got a feeling no one ever looks there.
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Posted May 22, 2013I noticed about 30 pages back someone asked about triggering of a burnt log. I wanted to bring that back up because I would love to be able to do a few things with that. 1. Would be cool to have a very weak explosion that spreads fire around. Imagine a large log shooting out embers in a camp fire. 2. A chance to drop charcoal.
This brings me to another point. We often have players who build large ugly wooden structures and as a natural way to combat that I would like to equip a percentage of my world's skellies with flame bows. It would be super sweet to hook into that and allow the flaming arrow to set flammable blocks on fire. (I know I already mentioned that elsewhere sorry just wanted to be thorough here.)
In addition I would like to be able to drop live fire on the surroundings when things naturally explode. (lit tnt would not light fires but creeper explosions would) Actually there are a few times when I would like to be able to drop fire. When a burning zombie or skeleton dies it would be cool if he spread a little fire.
If dropping live fire is possible then I have just tried it with all the wrong things and would love some advice.
Thanks for listening. :)
And if I have not said it enough I FREAKING LOVE YOUR PLUGIN AND WORK ETHIC!
Thanks for helping to make my server great!
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Posted May 22, 2013@TommehRRR
My understanding is that stepping on a block has yet to be implemented as a trigger. However in the dev builds, the sound parameter works as follows:
sound: BAT_LOOP/1v/1p
(where v is volume & p is pitch)
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Posted May 22, 2013Never mind! I didn't realize that I need Vault.
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Posted May 22, 2013How would i approach stepping on a material like gravel send a BAT_LOOP sound with a low pitch, at a low volume?
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Posted May 22, 2013@TNT24X
What version of OtherDrops were you using previously? Also, could you provide a copy (via eg. pastebin.com) of the config you were previously using (and the filename it had)?
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Posted May 21, 2013So I updated my OtherDrops because I updated to 1.5.2 , I cant get anything to work,the plugin load and makes it files and I added the stuff that came with the zip and my own stuff and did /odr and my drops still don't work so I tried some of the ones that came with it and they don't work as well.
I have update every plugin that I am using and I have vault
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Posted May 21, 2013@Mrcool234
Have you read through the getting started section? What in particular are you trying to do with OtherDrops?
The "Getting Started" tutorial mentions this but a quick summary is: download plugin, place in plugins folder, run server to generate files, edit otherdrops-drops.yml file to place new custom drops at the bottom, save, type /odr in game to reload otherdrops.
@Chromish
Config looks fine. Are you using Vault as well? OtherDrops interacts with Essentials economy via Vault (this saves me from having to support dozens of economy plugins - I just write code to support Vault).
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Posted May 21, 2013Hey, I'm having a bit of trouble with OtherDrops. This is my config: http://pastebin.com/qGPXYPm7
All drops work except for money. I use Essentials, which has worked as an economy plugin in the past, but it doesn't seem to be used or perhaps recognized by OtherDrops.
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Posted May 21, 2013@prozzenn
How do you set up the config yml please help
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Posted May 20, 2013@ZariusT
thanks ;)