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 Jun 13, 2013@tonymm909
Dev builds are available on the main page above :) Here's a link: http://dev.bukkit.org/bukkit-mods/otherdrops/#w-color-276304-dev-builds-color
@semirotta
Close but a couple of errors there. I can see what you are trying to do with DEFAULT@!~Raw Tuna however I'm unfortunately not always able to tell via Bukkit what the default drop is so you do need to specify the item yourself, eg. RAW_FISH@!~Raw Tuna.
The RAW_CHICKEN issue is because the target should be the one doing the eating (the player) and the tool is the item being eaten, eg:
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Posted Jun 13, 2013http://pastebin.com/hyCgBPWH
Could you aid? I want this to happen: Fishing rod catches fish and gives you a fish named Raw Tuna and has small chance to spawn squid and Raw Tuna. Failure brings Wet Boots (leather boots)
the @!~ is not working at all, no lore is changed. Read about it here http://dev.bukkit.org/bukkit-mods/otherdrops/pages/parameters/
Also Neither of these options work: http://pastebin.com/RPkHaAET
It keeps saying unrecognized target (skipping): RAW_CHICKEN
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Posted Jun 13, 2013Could you email me the dev build too I seem to be getting the same error my email is tonymorris1998@gmail.com thank you:)
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Posted Jun 11, 2013@ZariusT
OH! Forgot to report this to you. The dev build you emailed me works; I'm not getting that error anymore. Thanks! :)
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Posted Jun 10, 2013@CommodoreAlpha
Not as out-of-scope as you think :)
Since I already had to deal with cancelling events to customise the block break drops this feature is already there, although not quite as obvious as "event: CANCEL".
If you add "drop: DENY" instead of the event: cancel line it should work as you are describing.
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Posted Jun 10, 2013@ZariusT
This is quite a weird request (it's very out-of-the-scope of this plugin's purpose), but could you add some sort of "CancelEvent" parameter? Here's an example if what it can look like:
What this example would do, is if you right clicked any block, including air, with an Eye of Ender that has a damage value of "1", any event that might, will, or should happen will be canceled hands-down, no exceptions. Why do some events need to be canceled? Well...
Once in awhile, you'll meet a very meticulous server admin who exploits some things Mojang left over, and in this case, it would be me exploiting damage values to create "new items." However, these items with alternate damage values still retain the behaviours of the original item; for example, right clicking with an Ender Pearl, regardless of damage value, will throw it. To make these "new" items distinct from their "original counterparts," I would like to cancel out what they normally do, because frankly, if the newer counterpart is more expensive to make, it's not worth using it when the normal version can get the job done.
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Posted Jun 10, 2013@DevTrooper
Unfortunately I can't help without an example of the config you're trying to use and the version of OtherDrops you are using.
@ShadowCat13
Yeah, currently need to manually customise the drops yourself. Considering some sort of global multipler you could set for looting enchantment.
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Posted Jun 10, 2013When i add a custom drop the block doesn't get removed, any help?
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Posted Jun 10, 2013How does this handle looting? Or the fire enchants? Would we have to write a list to take care of that?
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Posted Jun 10, 2013@Icedevimon
Glad you got it working :) Messages inside the droplists is planned but not yet possible (will eventually be <item>/<quant>/<chance>/<message>).
Yes, /1/100% is a little redundant as they are the default values - personal preference as to whether you want to specify them or not.
Yeah, the percentage example you posted below would work but keep in mind that by default it's multiple dice, eg.
This would first roll a die for the rawchicken/feather/egg list and if it's 50/100 or lower it'll then roll a die for each item in the list.
It then continues to the second section (diamond/emerald) and rolls another die, if that's 20/100 or less then it runs any actions (eg. message) & rolls for the individual items.
So it's possible to get both diamond and raw_chicken in the example above. If you want only one or the other you need to add flags: UNIQUE to both sections (that'll cancel out any other sections for that target (CHICKEN:).
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Posted Jun 10, 2013All right, so we finally got the drop arrays working. I was writing them similarly to that, but something was wrong with the file I think. After some fiddling I got them to drop correctly.
Now, I'm wondering if they can be customized further? For instance, within that drop group, is there a way to have a message print if a low percentage drop occurs? I know you can do it with individual drops (the 'choose one or the other' type set-ups), but is it possible to nest it inside these arrays?
For instance, with a chicken file that's like this, would I be able to add a message to the gold nugget somehow? (and btw, is the 100% on the 1 chicken redundant?)
I was also wondering if it's possible to add a percentage on that particular array of percentages... So like, you could have that group of drops be a 50% chance of being chosen from, then maybe have a SECOND group of drops that has a 50% chance of being chosen from, then there would be another array of drops within that group.
So I guess I'm wondering if something like this is possible, or if there's a better way to write it, or if this is correct: (just repeated the drop array for the sake of example)
Again, sorry for all the questions. I'm really new to this sort of thing and it can hurt my head XD
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Posted Jun 10, 2013@ShadowCat13
That way would make sense too but currently it's as a drop, eg: drop: [RAW_BEEF/1-2/10%, XP/5]
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Posted Jun 9, 2013Oh on other question. If we wanted to say make mobs drop more exp, would it be writen monsters info.
Like this?
SHEEP: - tool: ANY_DAMAGE #this is optional
drop: [RAW_BEEF/1-2/10%, LEATHER/1/10%, DEFAULT]
exp: 5
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Posted Jun 9, 2013Thanks for replying. We were writing it similar but maybe a little off.
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Posted Jun 9, 2013@ZariusT
Thanks, i would really appreciate it. ;)
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Posted Jun 9, 2013@CommodoreAlpha
Thanks CommodoreAlpha :) One thing to watch though (and @ShadowCat13 - pay attention too) - can't use [DEFAULT, drops, etc] due to a bug. You need to put default at the end, eg. [GOLD_NUGGET/1/5%, DEFAULT].
Yeah, you'd need to override the zombie drops & add exactly what you want to the drop-list if you just want to increase the chance and not the quantity.
@ShadowKillerx
Yeah, I noticed that issue - fixed in the latest dev build. Not quite ready to release a new beta yet.
@prozzenn
Unfortunately not possible with OtherDrops yet, I think there is a "canPickUp()" flag for mobs though so a plugin to cancel that should be possible (might look into adding it to OtherDrops somehow).
@IamChaoz
Ah, that sucks, tried the latest dev build? (let me know what version you have the issue on).
@medullaman
Ah, will test that out later.
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Posted Jun 9, 2013@ShadowCat13
For all of the questions you just asked, you can use brackets [] for that. Here's an example that should help you write your drops (because I don't know how exact you want it to be).
The brackets essentially means "Consider all of them," rather than "Choose one of them based on percentage." Here, a sheep, when killed by any form of damage, 1-2 pieces of raw beef at a 10% chance, drop a leather at a 10% chance (That doesn't mean leather always drops when raw beef does!), and drop whatever vanilla Minecraft tells it to drop. The "DEFAULT" is necessary if you turned on "drops override" in the config.yml.
Here's some more examples for your other questions; they should be similar in nature.
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Posted Jun 9, 2013Hi, this is a cool plugin but we are having a little trouble getting it written right. We are mostly trying to add more drops to all mobs. Like making Sheep drop the wool like normal but also have it able to drop some raw beef and leather too. How would we write it so that all had a chance to drop at the same time? Each with a percentage chance?
If on a chicken we wanted gold nuggets as a rare drop added along to what it normally dropped how would we do that? Or if we wanted to up a zombies percentage chance of it normal rare drops?
lol sorry for so many questions.
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Posted Jun 9, 2013Hey Z,
Hey, i have problem with lapis lazuli.
There is my config: http://wklej.org/id/1061464/ (not finished yet)
And everytime when lazuli drops its not 1 ;/ Its 14!?
Also when i use vaule like: 1-5 then it drops 15 lapis, but this happends only with lapis.
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Posted Jun 8, 2013Hey Z
Is there a way to stop mobs from picking up items? Because atm if there is a mob with an enchanted weapon, and if a player drops a sword in front of him there is a chance that he will pick up that weapon and drop his, and i do not want that to happen, also ive had players complain because sometimes the mob (zombie) will pick up an item and will not drop it when it gets killed (because i've set it so mobs do not drop w/e they are holding), so im just wondering if i could somehow cancel mobs picking up items from the floor.
thanks prozzenn
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btw the first issue was based on what a player told me, i tried it myself and i was not able to do it, but the second issue is still persistent.