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 Jul 17, 2013@elyssah
That sounds like a job another plugin should tackle, because there's absolutely no way to edit a block's actual data to behave as an actual liquid (or some passable block) without a client mod. What most plugins do (to make players "sink" inwards) is to force the player one block below them, or something along those lines. When players are already inside of an opaque block, they can only move within that block, simply because that's how Minecraft works.
Your request sounds pretty specific, so implementing any part of your idea might be out of the scope of this plugin, unfortunately. You could ask someone to make a private plugin for you, or ask a developer of another plugin to include this feature for you. (If only the developer of It Just Might Happen were more active. :P)
I DO have an idea for a "workaround," though it currently cannot be implemented, and it doesn't satisfy everything (smoothly) in your description. If you're fine with the "forcing-players-one-block-downward-to-replicate-sinking" solution, you could try using a teleportation command that will teleport players one block downward whenever they walk over soul sand, and whenever they're in water. One caveat is that it won't "sink" them all the way in, only at most two blocks.
Also, this teleport command would require a "WALK_OVER" trigger (indicating what block has just been walked over) along with a "PLAYER_BLOCK" condition (indicating if the player, whether it's the bottom half or top half of the body, is within a certain block). I think, if YOU made a ticket suggesting these two triggers (I won't make one for you, sorry) the chances of both of these triggers being added is pretty good. However, you'd have to wait quite awhile, because there's a bunch of other features that have been waiting on the list for quite awhile.
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Posted Jul 17, 2013Sorry for another question! Is there a way to make an opaque block behave as a liquid? I have soulsand spawning in "pools" inside my swamps, and I would like to make it act like quicksand. So if a player steps into it, they sink down into it until they hit solid block, like dirt or stone, etc.
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Posted Jul 17, 2013@ZariusT
Got it working myself :D next mob to plan!
Is there ANY_FOOD or such? Since It is really annoying to type every single food in my thingie so it works in every food when consumed.
Also is there a way to change death message if the mob name is different? for example: i have Cave Goblin , if it kills people it will show in chat "PLAYER was slain by Zombie"... It should be "was slain by Cave Goblin"
Also my reaper wont seem to work, it does not show name if it has invisibility :(
PLAYER:
- tool: ANY
drop: SKELETON!!eq:head:PUMPKIN%12!!eq:hands:GOLDEN_HOE@!FIRE_ASPECT#1%2~&6&lReaper
potioneffect.drop [INVISIBILITY@1@999999, FIRE_RESISTANCE@99999@3]
quantity: 1-2
chance: 100
exclusive: 1
flag: UNIQUE
I want its name to be Reaper but as long as I keep invisibility: it does not show the name .
Question:
I have 20% chance of Pig Zombie to spawn as "Nether Thrall" , kind of a "unique enemy" and It wears full gold and diamond axe (couple enchants) and those items has small chance of dropping BUT is it possible for me to add something else as drop too? For example: Endereye or such? because right now Its like this:
http://pastebin.com/EuV0aEw4
Its at the bottom (newest always at the bottom)
How do I add new dropped items for it so it wont change PIG ZOMBIE drops?
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Posted Jul 17, 2013@Faldonboy
Should be fixed in the latest dev build.
@CommodoreAlpha
Hmm, should be able to set the HP values of any mob. I'll have to check out MobManager soon since you keep recommending it :D Whilst OtherDrops doesn't intend to replace MobManager I would like to improve what features I have if I can make them easier to use.
@semirotta
Example looks fine except remember that the name has to be the last thing. Also, with the fire axe enchantment the "drop chance" needs to be at the end, eg. eq:hands:DIAMOND_AXE@!FIRE_ASPECT#1%0.05
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Posted Jul 17, 2013@semirotta
I don't think it's currently possible to set the health of a zombie pigman with this plugin. I recommend MobManager (again; I know it's overbearing). It's easier on the eyes to configure how exactly you want the mob to spawn. Plus it lets you edit any attribute of how any mob will spawn, so it's great for managing mobs, hence the name. OtherDrops is more clunky and offers less features for this purpose.
But if you don't want MobManager, I can't help you, because I'm not familiar with the mob-editing aspect of this plugin. So sorry about that. Your diamond axe w/ Fire Aspect example looks correct though.
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Posted Jul 17, 2013If I want some of the Pig Zombies in any world be spawned with name Nether Thrall and wear other weapon/armor is this the correct way to do so?
PIG_ZOMBIE:
- trigger: MOBSPAWN
drop: PIG_ZOMBIE~Nether Thrall!!eq:head:GOLD_HELMET%1.0!!eq:hands:DIAMOND_AXE%0.05!!eq:chest:GOLD_CHESTPLATE%0.5!!eq:legs:GOLD_LEGGINGS%1!!eg:boots:GOLD_BOOTS%1.2
world: ANY
chance: 20
potioneffect: INCREASE_DAMAGE@1@999999
flag: UNIQUE
Also if i want the axe to be enchanted with Fire Aspect 1, how that worked out? I kind a forgot.
eq:hands:DIAMOND_AXE%0.05@!FIRE_ASPECT#1 like that?
and if it is possible, can I change the health to be like DOUBLE what normal pig zombie would have?
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Posted Jul 16, 2013@Faldonboy
Gah, not enough coffee that night obviously :D Surprised no-one else has mentioned it but I did BRG rather than RGB - will fix when I can. (although I'm sure I tested it, perhaps an issue with Bukkit dev build I had - or just the lack of coffee :))
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Posted Jul 16, 2013Small bug but its really annoying, you have the hex codes for leather armor coloring messed up. Example - #fff802 should be a bright yellow but comes out as pink, its the same with every color.
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Posted Jul 16, 2013It would be really awesome if you could add support for custom biomes from the various generator plugins, such as TerrainControl.
Could you please add support for it?
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Posted Jul 16, 2013@Faldonboy
Bizzare - the error points to the code that handles color code parsing and that has nothing to do with that. Can you post a ticket so I can remember to test it later?
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Posted Jul 16, 2013@ZariusT
I found the problem, which oddly has nothing to do with lore.
This is my setup for pigs, removing the section telling pigs to always drop their default stops the error from happening. Strange thing is, I haven't touched this config(no one else has either) for 2 months now.
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Posted Jul 16, 2013@CommodoreAlpha
Thanks, will take a look later.
@Faldonboy
Odd, perhaps someone changed the config file and it's only just now reloaded? The error relates to parsing of "lore" lines so doublecheck those? Perhaps a trailing semicolon? eg. Diamond_Sword~~MySword; might trigger an error because I wasn't expecting blank lore - I'll look to adding a null check in there to avoid that error in the future.
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Posted Jul 16, 2013@Tealk123
Yep, just follow this example:
What this example essentially does, is allow stone to drop stone when mined with an iron pickaxe that has the fire aspect enchantment of a level that is between 1 and 999. Note that you cannot use something like "ANY_PICKAXE@!FIRE_ASPECT#1-999"; you have to specify the enchantment PER item.
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Posted Jul 16, 2013All of a sudden(when I woke up this morning, no one has touched the server in 24 hours) this error showed up and none of my configurations are loaded. No clue why it just randomly started.
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Posted Jul 16, 2013is it possible to set up a Conditions that a item have a enchantment?
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Posted Jul 16, 2013@ZariusT
I submitted four tickets; good luck solving them all! :D
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Posted Jul 16, 2013@Lukethenuke
I quickly updated the Beta Page to give a short example for the new triggers, its missing the new PROJECTILE_HIT_BLOCK trigger though because I haven't had time to mess around with it. I'll start really working on things in the morning.
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Posted Jul 16, 2013@Faldonboy
Thank you for taking the time to do that. I look forward to the document update.
Cheers.
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Posted Jul 16, 2013@Lukethenuke
I'm going to start updating the documentation to the current dev version tomorrow since its lacking almost all of the new features
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Posted Jul 15, 2013@ZariusT
One of the orange features is Custom Mob Name. Since there isn't any documentation on it, I'm very curious as to how its done. I've tried various things already after finding the changed head configuration. An example config would be very appreciated.
Cheers.