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 22, 2013Issue...http://pastebin.com/5WEzhi4A
I just cannot get the DEFAULT drops away from End Skeleton.
No matter if i have - drop: NOTHING, DENY, AIR. It still keeps dropping bones, arrows and sometimes bows.
2nd thing is that I cannot get the armors it drops be 100% durability, it's always 50% :(
Help?
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Posted Jul 22, 2013@CommodoreAlpha
Holy wall of text! :P I'll just clear up the confusion on a few things
Attackrange condition should help with the telekinetic hit trigger. If I remember correctly this was caused by the change that allowed left/right click triggers to work on AIR.
There is a damage.victim condition(along with attacker, radius and world) I believe damage.victim is the same as just using damage though.
There IS a cooldown condition but its slightly confusing. Here is the definition for it(and example)
"Add: cooldown condition eg. "cooldown: click.$p@5" gives a unique cooldown for the player ($p) that lasts 5 seconds (default cooldown is 2 seconds)"
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Posted Jul 22, 2013@CommodoreAlpha
This cleared a lot. So basically:
- tool: DAMAGE_FALL
drop: AIR
Nullifies completely the drops from creatures that fall to their death?
Also the cactus thing is this correct?:
CACTUS:
- potioneffects: POISON@75@2
attackrange: 2
tool: [ANY, -ANY_PICKAXE, -ANY_AXE, -ANY_SPADE, -ANY_HOE, -ANY_SWORD]
- trigger: BREAK
drop: DEFAULT
damagetool: 3
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Posted Jul 21, 2013@semirotta
Yeah, I should really stop talking about MobManager. But I don't find it confusing at all, just a lot of information to wade through. If you don't want to use it simply because it's confusing, then that's your choice. I suggest it so many times though, because it offers breadth and depth in dealing with mobs, in the same way that this plugin offers breadth/depth in dealing with drops. Anyway...
You could probably make a ticket about that "PROJECTILE_DAMAGE" trigger and changing projectile damage, though I don't know how likely it would be implemented given the scope of the plugin. Even though changing mob damage isn't exactly related to dropping stuff and/or executing actions, it could be handy to have around. However, I suspect that in order for the plugin to fulfill your request (of having a special type of ghast do more damage while "plain" ghasts don't), it would have to become unnecessarily complicated. Because it would have to track which fireballs came from which type of ghast. For tracking melee attacks, it would be much easier though.
Did you look at EpicBossRecoded? That might be helpful, but I don't know much about it. Just a suggestion. If after that nothing works for changing Ghast-fireball damage for you, then the short answer is that it's not possible to change the amount of damage a ghast does.
No, it's not (currently) possible to spawn already-hostile iron golems. I've never actually seen a single plugin do it before. Mobs (iron golems, spiders, etc.) have to be hostile to a target, so I can't imagine how a plugin would handle a hostile, yet target-less mob. Mind you that pig-zombies are special in that they have extra data that determines their "anger level". One workaround to add this feature would be to spawn an iron golem that would automatically target the first player that gets within a certain radius, but that might be an extremely clumsy approach.
For your "ANY_CREATURE" issue, I honestly have no idea, but try removing the "trigger: HIT" part (which doesn't make sense to me) and setting all those drops to "AIR" to see if that fixes it. For your cactus issue, I'm experiencing the same issue and already bugged Zarius about it. Try what Blacklands said, and specify the "attackrange" condition. I never noticed that in the docs myself, thanks for pointing that out. :D
@Ps2maniac9
Fortune/Looting does nothing if you've overridden all vanilla drops via the config.yml. If you don't override it, and still allow vanilla drops to drop, the enchantments will still work. Also, if you override it, but specify a drop as "DEFAULT", I believe it should still work, but I really don't know. That would be great to test actually; if after overriding drops, "DEFAULT" doesn't cooperate with Fortune/Looting, you should submit a ticket about it.
@elyssah
I've also no idea if the "leaves regrowing" thing is currently possible, because it's like using "replacementblock" and "delay" combined, though I think "delay" applies only to "drops". If it's not currently possible, I think it would have a good chance of being implemented, provided it's on Zarius's radar (if not, a ticket is a great reminder). When you do implement this, remember to make the cause of leaf-loss, for replacing leaves, as "BREAK", so that leaves only come back after players break them, and not after "LEAF_DECAY" or fire burning the block. Come to think of it, I don't recall of a trigger for when fire destroys a block...
@xXbeastifiedXx
One caveat is that "HIT" is currently telekinetic (as in, if you hit the target even from 20+ blocks away, it will still be triggered); I don't know of any currently solutions for that, but you could try Blacklands's suggestion of also specifying an "attackrange".
Also, there's no such thing as "damage.victim" from what I see in the documentation. If there were a "damage.victim", that would mean to damage them for a certain number of hitpoints, and would have nothing to do with lightning (and since you're already damaging the victim, a "damage.victim" parameter would be unnecessary). What you might've actually meant was "event:LIGHTNING", but that doesn't support targeting "victims", or in your case, the mobs that get hit.
In a nutshell, you should ask the developer to add in extra functionality to the "LIGHTNING" event that will allow it to target victims. Of course, I haven't been keeping up on the documentation lately, so what I'm saying could be outdated...
@Blacklands
Oh... now that I read the section on "delay" again I see your point. That explanation should be a bit clearer (as in, not using a word within its own definition). I don't know if it's currently possible to induce a cooldown, but I don't think it is. It could be an idea Zarius is currently working on (or forgetting about with all the features that need to be added). I also have no idea about "pset", since I can't find any documentation on it either. It's relatively new, so I think it still needs to be documented.
Well, I can conclude from all this convoluted text that I actually know nothing. Sorry I can't help you guys any further. :|
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Posted Jul 21, 2013@CommodoreAlpha
From my understanding, "delay" specifies the time until the drop occurs, after the action has been called, doesn't it? What I'm looking for is more like a time after the drop occurred, until it can occur the next time (and when you're trying it while the cooldown is still running, it would throw a message instead if you set one). But still, thanks for helping.
Anything about my other question? I haven't found anything about "pset" in the documentation. :/
Also, @semirotta:
Did you try using the "attackrange" condition? Don't know if that could help solving your problem, but it sounds useful.
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Posted Jul 21, 2013@xXbeastifiedXx
Also the cactus thing is not about the ANY...
CACTUS:
- trigger: HIT
potioneffects: POISON@75@2
tool: [ANY, -ANY_PICKAXE, -ANY_AXE, -ANY_SPADE, -ANY_HOE, -ANY_SWORD]
- trigger: BREAK
drop: DEFAULT
damagetool: 3
It should be trigger: HIT, but even if you dont really hit the thing it does that. All you need to do is punch the air, this is the trigger issue. Must be fixed asap.
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Posted Jul 21, 2013@xXbeastifiedXx
of course i want mobs to drop stuff, i dont want mobs to drop stuff after they fall and die.
I use this now and it wont kill the enemy but it wont drop stuff either when killed after these:
ANY_CREATURE:
- trigger: HIT
tool: DAMAGE_CONTACT
drop: DENY
- trigger: HIT
tool: DAMAGE_FALL
drop: DENY
- trigger: HIT
tool: DAMAGE_DROWNING
drop: DENY
- trigger: HIT
tool: DAMAGE_SUFFOCATION
drop: DENY
- trigger: HIT
tool: DAMAGE_LAVA
drop: DENY
- trigger: HIT
tool: DAMAGE_FIRE
drop: DENY
- trigger: HIT
tool: DAMAGE_BURN
drop: DENY
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Posted Jul 21, 2013Okay, I need serious help... I don't know what's wrong with this, it's very frustrating >:I What I am trying to do is make it so that an iron sword has a 30% chance of summoning lightning whilst fighting a mob, and I am also trying to make it so that a stone sword poisons a mob if they are hit by the sword.
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Posted Jul 21, 2013@semirotta
For your cactus one, you put "ANY" in the tool section, I suspect that that is the problem, ANY_PICKAXE and all the other ones are fine, but just the first "any", lol sorry if that didn't make any sense, and if you don't want mobs to drop anything, just do in-game commands, /gamerule doMobLoot false....
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Posted Jul 21, 2013Few things to ask please answer ASAP.
Can i make IRON GOLEM to spawn as hostile to players? if so, how?
How do I prevent drops from all mobs (ANY_CREATURE) if they fall and die? burn, suffocate and fall damage? i want to prevent item farming with traps.
This under ANY_CREATURE doesnt seem to work..
- tool: DAMAGE_FALL
drop: DENY
- tool: DAMAGE_DROWNING
drop: DENY
- tool: DAMAGE_SUFFOCATION
drop: DENY
- tool: DAMAGE_LAVA
drop: DENY
- tool: DAMAGE_FIRE
drop: DENY
- tool: DAMAGE_BURN
drop: DENY
Found a BUG:
CACTUS:
- trigger: HIT
potioneffects: POISON@75@2
tool: [ANY, -ANY_PICKAXE, -ANY_AXE, -ANY_SPADE, -ANY_HOE, -ANY_SWORD]
- trigger: BREAK
drop: DEFAULT
damagetool: 3
If player hits CACTUS with any else than tools / swords , it will cause the player to get the poisoning BUT no matter how far you are, you still get poisoning even if you are not really hitting it. Please how to fix? You can be 50 blocks away from cactus and hit it, still be poisoned
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Posted Jul 20, 2013@semirotta
It must, since Leaf_Decay checks this before triggering. The real question is if OtherDrops recognizes it or not.
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Posted Jul 20, 2013@elyssah
I am not sure if it's possible of "checking" if the log part is broken from tree.
@ZariusT:
Why does it say this in console launch / plugin reload:
20.07 11:04:56 [Server] INFO [OtherDrops:2.8b.573] Error: unknown material (emeraldore").
My config:
http://pastebin.com/40EbD6dG
I don't have emeraldore anywhere ... search did not find it :D
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Posted Jul 19, 2013Racking up another question.
I want to make it so that leaves on a tree reappear after a delay if the thunk they were attached to is still in place. I only want them to break forever if their trunk is gone.
Is it possible?
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Posted Jul 19, 2013Are drops affected by Looting/Fortune enchants? (might be a good thing to add to FAQ) :)
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Posted Jul 19, 2013@CommodoreAlpha
Once again this MobManager thing, no I am not getting it. It is way too confusing.
If the ghast cannot be having increased damage, then it cant. I'd believe it would be possible to add trigger or such called PROJECTILE_DAMAGE which would then increase damage of PROJECTILES.
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Posted Jul 19, 2013@semirotta
Unless ghasts use melee attacks (they don't), there is no way to make them stronger using only this plugin; you need a specialised plugin that will specifically change the projectile damage of ghasts. And having certain ghasts becoming stronger than other ghasts would possibly require yet another plugin.
I don't know if MobManager's damage multiplier applies to projectile damage too, but chances are that it does apply. That would be a good question to ask the developer though. With MobManager, you can also customise mobs in the fashion that you're trying to do right now (make special variants of mobs with different effects).
EpicBossRecoded is also a pretty good plugin for making special versions of mobs.
@Blacklands
I'm not very familiar with adding in cooldowns (the documentation calls it "delays"), but you could possibly specify something like this in your drop:
Since 20 ticks = 1 second, that there would mean 20 seconds. Delays (according to the documentation) means that drops won't drop until the amount of specified ticks have passed. If that doesn't work, I don't have any more advice for you. :P
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Posted Jul 19, 2013@CommodoreAlpha
oh i wanted the ghast dmg higher, so there is NO WAY of making ghasts attacks stronger or other?
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Posted Jul 19, 2013Is this "pset" function documented somewhere?
pset.hunger [value] works fine for me when using it with CONSUME_ITEM, but I'd like to know what else you could do with that? For example, is it possible to also modify the saturation value of food with it (pset.saturation maybe?)? And what else is it capable of?
EDIT:
And another question: Is it possible to add some sort of "cooldown" to an action?
I was thinking about that for Cow milking. Like, if you'd add a cooldown of 60 seconds to a RIGHT_CLICK action with a Bucket on a Cow, it would just say "You can't milk the cow again yet." (or any other custom message you set) if you tried it multiple times rapidly for the next 60 seconds.
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Posted Jul 19, 2013@semirotta
It's "CARROT_ITEM" not "CARROT". While I'm being technical, carrots don't actually improve eyesight, unless you have a vitamin deficiency. But no one really needs to know that. :)
And that carrot-to-armour slot thing is clearly an issue of another plugin.
Also, it turns out I was right on "INCREASE_DAMAGE" not affecting projectile damage. It only affects melee damage. You need to get another (specialised) plugin if you want to change only some ghasts to dish out stronger fireball damage.
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Posted Jul 19, 2013@ZeEye
friend of mine said that when he eats carrot: it goes to his armor slots.. lol he had carrot in chestplate armor slot, 5 carrots in boots slot.. ya f*ck it :D