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 Aug 30, 2013@AlexSmith49
Well, what object do you want to hit, and what do you want to hit it with?
@Arkatetk
I'm sorry, but I'm not quite sure I understand. To clarify, when you say "data value" do you mean the "extra data" that appears on items like wool, tools, and coal? Also, when you say that you want to create a new item via MythicDrops, how are you creating that new item? By changing the item's data value or by changing the item's name/lore? Note that you cannot change a tool's data value without changing its durability, so I suspect you're changing the item's name/lore, which would require a different parameter.
The issue is, I don't think ChestShop has a reason to convert data values into numbers and letters. If you had a diamond sword with the data value "47", "2", or "571", changing it to something like "1m" would make a minimal difference for saving space on a sign. Plus, it's hard to understand what a diamond sword with the data value of "1m" is, over a diamond sword with the data value of "153". But I could always be wrong, the developer of that plugin knows better than I.
When you mention using "/odi command" for the value and the value coming up as 0 for any diamond sword, did you test this only with undamaged swords, or damaged swords too? If it pops up as "0" for damaged swords too, that would be weird (and I would have no answer for you unfortunately as to why it happens).
But no, the data value cannot be a number and a letter, only an integer. I think you might be approaching the issue wrong, or I might be misinterpreting what you're saying.
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Posted Aug 30, 2013If I wanted a firework star on hit, how would I do so?
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Posted Aug 30, 2013@CommodoreAlpha
I know that data value represents that specific item because when using it on a ChestShop sign it will sell that specific item and not any random Diamond sword. I think ChestShop converts the data values to number/letter to make it smaller so that it will fit on a sign.
When using /odi command for the value it just comes up as 0 for any diamond sword. So what I am trying to do is create a item with MythicDrops then have OtherDrops use that item and add a special effect to it, like a use or something similar, but you have to specify the data value which comes up with ... again number and a letter.
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Posted Aug 30, 2013@Mune03
I don't see that anywhere in my OtherDrops configurations. Could you specify which ".yml" file you found it in?
@Arkatetk
You don't use data values with letters. They're not supposed to have letters. And how do you know (or why did you assume) that the "1n" part specified a data value? It could've meant anything, really.
On a side note, a diamond sword with the data value of "1" translates to a diamond sword with one point of damage on it (or one less point of durability if you want to look at it that way). I'm not too sure why you want to give people almost-new diamond swords as opposed to completely-new diamond swords. (Unless you use a plugin that cancels out durability loss.)
Now, if you're interested in dropping items with a different name, and/or lore added onto it, that's a different story...
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Posted Aug 30, 2013"custom_spawn_limit: 300"
does this affect my current mob spawning? i already have a custom mob spawn configured with another plugin, and I hope this doesn't conflict with it.
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Posted Aug 29, 2013Must be doing this wrong but we use ChestShop so I use /iteminfo on say a diamond sword and the item data comes back as 276#1n
When I type this into the configuration file:
WOOL@WHITE: - tool: GOLD_PICKAXE drop: DIAMOND_SWORD@1n message: "&c&lYour tool was consumed." quantity: 1 chance: 100
It doesn't work at all. I don't know how you use the # data values with letters.
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Posted Aug 29, 2013OK Where is ZariusT?
This is getting annoying
http://pastebin.com/7KCrv8NV
:D
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Posted Aug 28, 2013@vinzenco
It "consumes" the spawnrate of the monster you choose. Remember that you can use it elsewhere too for example "HOSTILE_CREATURE" or such. Basically if you got 10 types of zombies (including normal one) and 9 of those (the new ones) got 10% chance of spawning, basically what I think would happen is that each time a zombie spawns , it has 10% chance of being 1 of the different kind of zombie you have added (if its only under ZOMBIE mobspawn). I am not sure if i made this clear to you, sorry for my bad english. It is not my native language
@Richarod
I dont think the spawner nerf works, ive been struggling in finding a way to prevent EXPERIENCE and DROPS from monsters that spawn from spawners... I have tried everything and nothing seems to work, ive asked help in here and people have aided but still nothing works out
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Posted Aug 28, 2013how can it nerf Spawner
at now i do this but it still got xp and item like normal
Zombie:
- spawnedby: SPAWNER
drops: Xp/2
region: testmob
- spawnedby: SPAWNER
drops: NOTHING
chance: 50
region: testmob
what i do wong ?
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Posted Aug 27, 2013@semirotta
Thanks its working now! You are awsome :)
/Edit I have next question, sorry if that to much How can i add multiple mobs ? Like this:
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Posted Aug 27, 2013@vinzenco
My bad it is supposed to be Zombie@200h&6&lZombie, i thought i set the ~ mark but it didnt show it?
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Posted Aug 27, 2013The name tag doesnt works with this:
drop: Zombie@200h&6&lZombie :( What can i do ?
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Posted Aug 26, 2013Hello guys i have some problem...
i made sword with special dmg here: http://screenshooter.net/7652994/hvhbmak and if i hit any monster i get a lot of errors in console: http://screenshooter.net/7652994/vrlfclk
why i have error like this? i use 1.5.2 minecraft server. please give me any advice....
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Posted Aug 26, 2013@semirotta
thank you! :)
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Posted Aug 26, 2013@vinzenco
Yes you can.
Example of a zombie:
ZOMBIE:
- trigger: mobspawn
drop: Zombie@1200h
chance: 50
flag: UNIQUE
It will make 50% of the zombies spawn with 1200 health. to add name, do this:
drop: Zombie@1200h&6&lGolden Zombie
etc. Hope this helps!
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Posted Aug 26, 2013Hello :) I have a short question ... How can i customize HP from Mobs ? I dont find any documentation for this :(
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Posted Aug 25, 2013@DoubleZ
I've no idea. I'm not sure if it's even naturally generated. For some reason, the MinecraftWiki doesn't list it at all, but the Bukkit docs do.
This is purely speculation, but I'm guessing it might be some kind of outdated/unused biome pertaining to the really high areas of extreme hills biomes, and/or simply refers to rocky hills.
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Posted Aug 25, 2013@DoubleZ
I am not sure if the bow stuff really works that well, I have been trying different solutions to prevent drops from for example. Creepers if they get killed by a bow. Nothing really works, I don't know if you can make Slime to drop nothing with bow either? it should work in Creepers too then
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Posted Aug 24, 2013@CommodoreAlpha
OK, Thank you, I will try it later.
I have another new question, I foune a biome named "SMALL_MOUNTAINS". What is it?
I can't found any answer by google.
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Posted Aug 24, 2013@DoubleZ
Okay, so I think I've explained why the "arrow entity" problem exists, but if you want any clarification, just ask and I'll be happy to clear things up.
Now, the reason why you can't stop slime splitting is because that's a "CreatureSpawnEvent", not a drop (and technically, vanilla mob spawning mechanics do not include drops whatsoever). Basically, you're trying to cancel a spawn event by canceling a drop - which won't work. Is there a workaround using OtherDrops that I know of to remedy this issue? Not that I know of. You can either ask someone else who's already figured it out (or has a better answer), or it needs to be extra functionality that Zarius would need to implement. And if you want any chance at all of it being implemented, you should make a ticket, because if the comments won't flood out your ideas, my text walls will (like this one).
For this specific case, slime splitting is a "CreatureSpawnEvent" under the reason: "SLIME_SPLIT". If you want to cancel slime splitting, you need to cancel the spawn event under the reason "SLIME_SPLIT", but I don't believe it's currently possible to do with OtherDrops (as I've said in the previous paragraph).
Regarding the fishing-rod errors, I really don't know. That's just my take on what the error messages mean, not necessarily why they happen.