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 29, 2013@ZariusT
I know the explosion thing, i used X since i did not want to put any number because it does cause the decoration stuff to break in every explosion level. I must take this to the WorldGuard plugin place, it's strange since I have all possible block damage from explosions (except TNT) removed. I believe this uses the TNT explosion or something but in the other hand, it's still "nobreak" so it shouldn't break ANYTHING.
I'll take a look at that another way of doing the slow, we'll see how it works.
EDIT:
No, that one does not still work unfortunately
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Posted Jul 29, 2013I got a horrifying mess of errors in my server log that lasted minutes when we set off 8 TNT. It may be a conflict (with ExtraHardMode?) but FYI.
http://pastebin.com/Z2DBfUSK
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Posted Jul 28, 2013@raducostel93 - OtherDrops can do this as CommodoreAlpha described but keep in mind that this will not carry over a server restart (delayed events are not saved). If you're looking for a more specialised ore regeneration check out RegenBlock.
@Jokeless98 - OtherDrops isn't designed to add effects to worn armour - try something like LoreAttributes instead.
@semirotta - Yeah, that zombie bit should work (syntax is correct), can you post it as a new issue?
@CommodoreAlpha - HIT & LEFT_CLICK are currently (in the lastest builds) identical. In fact, LEFT_CLICK is just an alias of the HIT trigger. Previously though they have been different triggers with separate code saying that if it's "HIT" on a block then make it a LEFT_CLICK trigger & I may in the future go back to that if there are side-effects from making HIT & LEFTCLICK the same. There are two events which fire this trigger though - EntityDamageEntity event (hit) and PlayerInteract event (leftclick) - the events are different things but I made the trigger the same as a "left click" on a mob is a hit & a "hit" with a sword on a block is a leftclick.
The potioneffects on the player with HIT and mob as the tool should work fine but you need to use potioneffects.victim otherwise it tries to apply the effect to the attacker.
@semirotta - You could also try:
@Hangar & CommodoreAlpha - yes, exclusive is an old feature (depracated) - flags: UNIQUE is the recommended replacement.
@Q2Lummox - thanks for the error report, not sure what the cause is yet but I will investigate.
@CommodoreAlpha @ semirotta - re: explosions & WorldGuard - I can confirm that the explosions are just normal ones called via world.createExplosion(...) which does trigger a standard explosion event that WorldGuard should be able to intercept (I know it creates the standard explosion event because I've wiped out half my visible chunks with a chain reaction before I fixed the code to avoid that :D). Although I mind need to test and see if "nobreak" changes that (it shouldn't, as it's a standard Bukkit explosion parameter, nothing special - but who knows).
@semirotta - just in case: the /x/ in explosion/x/nobreak needs to be a number (the size of the explosion you want, default is 4) otherwise it's just ignored.
@Pepe578 - try:
You can also use a range (eg. 5-10).
@Blacklands & Grzegot - yes, there's a bug in the latest beta with lorename & color codes, should be fixed in the latest dev builds & next beta release (which should be in a next few days).
@semirotta - with the web breaking you should use the unique flag, eg:
The high percentages will be rounded back down to a chance value out of 100 so it should be the same chance of spider vs. cave spider.
@Blacklands - re: hunger & exhaustion/saturation - I haven't played with this setting much, just basically gave you access to Bukkit's API for those two settings. Let me know if you discover more about how they work together.
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Posted Jul 28, 2013@raducostel93
Sure, I believe it should look like this:
Copy and paste this, as is, into your drops file to see if it works. I have never done something like this before or tested it, so I'm not sure if it will work.
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Posted Jul 28, 2013What is the code for the Boots slot of armor? I have made this so far
PLAYER: - trigger: lorename: "&rSpeed II" potioneffects: SPEED@10000000000@2 with the hopes of making boots have a speed effect however I do not know the code for the boots armor slot. Can anyone help?
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Posted Jul 28, 2013@CommodoreAlpha and also is there any way to make like when you mine the ore it will turn into stone like extraction and after a set delay it will restore back to the ore..Can you show me that too please?
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Posted Jul 28, 2013@CommodoreAlpha Yes Thank you i tried now , it works like a charm, im gonna set the drop chance and some messages. Great plugin!
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Posted Jul 28, 2013@raducostel93
Did you try my config? :P
To reiterate, here it is:
Copy this snippet exactly into whatever drops.yml file you're using, and test it to see if it works.
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Posted Jul 28, 2013@raducostel93
Unfortunately I have no idea how to do it then, I really thought that would work since I use that to replace ores into cobblestone when broken, drops the ore but leaves cobblestone as replaced block.
@CommodoreAlpha
Thank you and I'll see if that works.
EDIT:
PLAYER:
- trigger: HIT
tool: ZOMBIE@1000h
potioneffects: SLOW@300@5
Does not cause the slow effect when zombie@1000h (aka yeti king) strikes a player. I really had faith in this but obviously not. Got to talk about this to Zarius at skype
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Posted Jul 28, 2013@semirotta I tried my self to do something and it worked but it was dropping 2 times the ore..when i broke the iron the first iron ore dropped then after delay the iron replaced back and another drop was gonna pop. So it was a double drop, then i deleted the "drop: iron_ore". I tried your config and it doesnt work. :(
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Posted Jul 28, 2013@semirotta
To quote me from before:
That's not a definite rule, just a rule of thumb. "HIT" and "LEFT_CLICK" (from what I've seen) are mostly interchangeable. Though, I'd really like more documentation on either variable to clarify how exactly they're different.
From the documentation I currently know about, it is not possible to have mobs apply potion effects (or other events) to players upon hitting them. This is because there's no trigger for that (yet). You could make a ticket for this idea though, as I think it's a pretty good idea to include such a new trigger.
I'm not sure if this "workaround" would really work either, but it's worth a try:
If this does work, disregard my previous paragraph.
I've never broken armour off of a mob before. Didn't even know that was possible. Currently, there is no way of making them unbreakable without enchantments. You could put "unbreaking" on the equipment and set it to a high level, but you probably don't want that. Making equipment on a mob unbreakable seems, for this plugin, out of the scope, but you could always make a ticket for it anyhow.
@raducostel93
For the most part, semirotta is correct, but you might want to break down his last example into two entries to avoid weird behaviour. Like so:
This ensures that you'll instantly get your drops, and the block will be replaced after awhile, as opposed to the replacement and the drops being delayed.
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Posted Jul 28, 2013@raducostel93
easy.
IRON_ORE:
- replacementblock: STONE
drop: [IRON_ORE, XP/1-2]
tool: [STONE_PICKAXE, IRON_PICKAXE, DIAMOND_PICKAXE, GOLD_PICKAXE]
Iron Ore will drop in break IRON_ORE , XP/1-2 and replaces the Ore with STONE block.
Basically if you do
STONE:
- replacementblock: STONE
delay 120
It should cause the STONE block to "grow back" in 120 ticks after it is broken.
Or if you wish to "regrow" the broken ore:
IRON_ORE:
- replacementblock: IRON_ORE
delay: 6000
drop: [IRON_ORE, XP/1-2]
tool: [STONE_PICKAXE, IRON_PICKAXE, DIAMOND_PICKAXE, GOLD_PICKAXE]
It will grow a new iron ore in its place where its broken in 6000 ticks (20 ticks = 1 second?)
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Posted Jul 28, 2013im sorry for double posting..by that message i meant that if i go to mine i want that mined ore to respawn in the same place where it was broken with a delay ...is it possible to do that?
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Posted Jul 28, 2013Can you make some blocks respawn after they are broken by someone?
I mean, is it possible?
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Posted Jul 28, 2013@CommodoreAlpha
LEFT_CLICK does not work with projectiles, it must be HIT.
Also I had a question in mind but I forgot coz itwas about 3:30 AM and wen't to bed instead of asking it... darnit.
EDIT:
Now i remember! 2 different questions I had in mind.
I don't recall asking this before, can I make potion effect from mob hit? for example:
I have mob named "Yeti King" , I'd like to have SLOW effect to player when the Yeti King hits the player. Is this possible? Right now I have used the "hit" thing that when player hits the Yeti King, he/she gets slowed but I would like it to be that Yeti King hits player and then the player gets slowed. Any chance of making it so?
second was about the ARMOR the mob wears, is there way of making them unbreakable? I have a mob with leather armors but it has like 1000 health, after a while the armors do break and in the end, it has no helmet etc.
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Posted Jul 27, 2013@Hangar
Hmm, I don't see any documentation on using "exclusive: 1"; I don't know if that's a depreciated feature or a new one.
Try using "flags: UNIQUE" in place of "exclusive: 1"
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Posted Jul 27, 2013I'm trying to simply nerf the drop rate on pork chops from pigs to a straight 50% chance for 1 chop from each pig. When I try this:
It kind of works but every so often I will kill a pig, get no message and then get a random number of pork chops as if it's the default action (which I tried to stifle). Am I making some obvious and simple mistake?
Thanks :)
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Posted Jul 27, 2013The console spam with these errors:
http://pastebin.com/VVMbf5rd
For which are due?
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Posted Jul 27, 2013@semirotta
If you feel OtherDrops just isn't able to restrict mob spawners the way you want it to, I highly recommend a plugin that's more specialised for that.
I do feel that some of the issues you've been having are actual bugs, but that is not my field of expertise; you'd have to talk to Zarius (or someone else more knowledgeable than me) about that.
For your creeper issue, remove the "HIT" trigger and see if it starts working after that. Since you seem to use the "HIT" trigger often, allow me to introduce to you a rule of thumb: replace every "HIT" trigger with "LEFT_CLICK" and see if it makes any sense after that. If it doesn't, chances are you don't need "HIT" and it could be screwing up your config.
You absolutely can deny default drops from monsters. Don't give up hope just yet. :P
And about the "explosion" issue, that looks to be a WorldGuard issue, not an OtherDrops issue. OtherDrops just spawns in normal explosions. It doesn't change the attributes of any explosion in a special manner, like FatTNT or ObsidianDestroyer does.
@Pepe578
I don't think it's currently possible. You could have a command run when a player dies to another player, where the command forces the victim to pay cash to the aggressor. But if you want more support for "stealing" than that, you might need to look into another plugin. Expanding on this "stealing" idea would probably be out of the scope of this plugin.
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Posted Jul 27, 2013I want a player to steal some money of the player he killed. How do I do this?