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 Sep 2, 2013@Lazorzz
Try using the section symbol, "§" instead of the ampersand because the plugin will most likely read that literally and display the ampersand instead of formatting it into a colour or chat effect. See the "chat" section of this page for more details.
I've never used this plugin for anything involving text formatting, so I'm not sure if that will fix your problem.
Don't use "@!" without "" because that's for specifying enchantments. Try "@!" instead, like "PAPER@!§l§5Homework Page".
And I know that WikiCreole formatting can be a pain, but you should look at this page to help you format better, especially when you want to write a snippet of your configuration into your comment without it looking a bit funny.
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Posted Sep 2, 2013I'm sure someone has brought up the issue of formatting codes and color codes in item names, but I've tried lots of these ideas (E.X. quotation marks, etc.) and nothing's working at all. Here's where I'm having difficulties [forgive me, I dunno how to separate lines very effectively]:
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Posted Sep 2, 2013@Cutevalent
Documentation.
Here's how you can do it:
Do note that any cause of death means a 10% chance of dropping an emerald, which includes mob spawner traps. If you want to force a player to kill the mob in order to have any chance at getting an emerald, you need to specify "tool: PLAYER" under each entry.
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Posted Sep 2, 2013Is is possible to make it so that every hostile mob has a 10% chance of dropping emeralds, inclusive of their default drop in a single line, instead of typing it over many lines? XD new to this XD
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Posted Sep 1, 2013@CommodoreAlpha
I had devbuild, it started to mess up then i changed to 2.8b.573 and then again to newest DEV later (like 3-4 weeks after) and it works now fine. I don't even know which version of those DEV's i use atm. :)
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Posted Sep 1, 2013@LHammonds
I think the issue - concerning arrows on fire and this plugin - is that you can't currently specify an entity on fire, in the sense that you can specify a sheep as blue, or a zombie as "villager", or a creeper as charged. If you could, that would easily be possible (just specify "PROJECTILE_ARROW" being on fire as one of the tools).
Anyhow, have you tried any dev builds of OtherDrops (on a testing server first, to be safe) to see if that clears up the error which occurs in your console? It appears to have worked for @semirotta, as he stated in the comment below mine.
@semirotta
When you say you used another version of OtherDrops, did you mean you used a dev build, a custom build, or an earlier version? That might be helpful to know, because if other people complain with this problem, you can always point them to a build that fixes it.
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Posted Sep 1, 2013@CommodoreAlpha
actually I spoke with ZariusT in skype about this and he said it was a Otherdrops conflicting with CoreProtect but I got another version of Otherdrops and it worked out, I just can't remember what was it :D
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Posted Sep 1, 2013@CommodoreAlpha and @semirotta, thanks! 1/3 of my problems are solved. Adding the UNIQUE flag did allow the two options to act like a toggle (either/or).
@CommodoreAlpha, yes, you can specify a group and leaving the chance @ the group level works. More info can be found here.
The arrow thing was just my attempt to try and catch the case of an arrow killing a mob. If an arrow is strong enough to kill a mob, the mob died by arrow damage, not fire. I was trying to make it where death by an arrow on fire acted like it died by fire...thus give cooked foord. I put it together from the documentation I found but like you mentioned, it does not seem to work. An arrow always yields cooked food when killed with a bow with these settings. Still gotta figure out how to handle that case. I got the idea from this page.
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Posted Aug 31, 2013@semirotta
Actually, if your issue spontaneously disappeared, it's not necessarily a "plugin conflict" per se. There's something else going on. Obviously the code within either plugin can't just autonomously change (unless you have a virus or other malware); something else on either or both sides had to change. It could be anything, really. Maybe even a third plugin! :P
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Posted Aug 31, 2013@LHammonds
I've never done anything that complicated before. :P
Did you try adding the "UNIQUE" flag to the relevant portions of the configuration? You could also try moving the "chance: 50%" parameter around to see if that changes the logic/order of the plugin reading the configuration. Here's an example of your config, slightly modified:
You can try that out, but I don't know if it will work. All I did was add the "UNIQUE" flag and move the "chance: 50%" around.
And on a side note, I did not know you could specify an arrow on fire as being "PROJECTILE_ARROW@!ARROW_FIRE". I thought that would be invalid because you can't technically enchant an arrow entity with fire... or can you? I also did not know you could specify "sub-entries" or "subgroups", which will be very helpful to me, so thanks for that.
As for your error, I believe that issue is similar to the one @semirotta had before. I don't know if it's related to switching or not, because other people can run CoreProtect and OtherDrops just fine.
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Posted Aug 31, 2013@LHammonds
Don't know about the drop thing but try adding flag: UNIQUE to each section and see what happens.
Also about the error, I had something like that before but not anymore O_o I don't know why but it dissappeared. Otherdrops conflicts with CoreProtect.
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Posted Aug 31, 2013How would you configure this to work property:
I can only seem to get it to drop cooked meat no matter how they die. I don't know how to make an either/or scenario.
Here is the relevant section of the config:
SHEEP: - tool: [ANY_WEAPON, ANY_AXE, PROJECTILE_ARROW] drop: DEFAULT - dropgroup: sheepfoodgroup chance: 50 drops: - tool: [DAMAGE_BURN, PROJECTILE_FIREBALL, ANY_EXPLOSION, ANY_WEAPON@!FIRE_ASPECT, PROJECTILE_ARROW@!ARROW_FIRE] drop: COOKED_BEEF quantity: 1 - tool: [ALL, -DAMAGE_BURN, -PROJECTILE_FIREBALL, -ANY_EXPLOSION, -ANY_WEAPON@!FIRE_ASPECT, -PROJECTILE_ARROW@!ARROW_FIRE] drop: RAW_BEEF quantity: 1 - tool: [ANY_WEAPON, ANY_AXE, PROJECTILE_ARROW] drop: BONE chance: 20 quantity: 1-2 - tool: ANY_WEAPON drop: SPAWN_EGG@THIS chance: 0.01 quantity: 1EDIT: On an unrelated note (because this just started happening today), I just replaced HawkEye Reloaded 1.5.1 (using MySQL DB) with CoreProtect 2.0.8 (using SQLite DB) and now get the following error in server.log:
Is this because I changed from HawkEye to CoreProtect or is something else going on here?
Thanks,
LHammonds
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Posted Aug 31, 2013@CommodoreAlpha
Thanks anyways ;)
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Posted Aug 31, 2013@AlexSmith49
Unfortunately, I don't think it's currently possible. :(
However, that would be a great idea to add to the plugin (spawning fireworks upon a certain event triggering). Although, ZariusT has been away for awhile now.
Now, if you want to know the reasons for why I think it's not possible, I will list them here:
And really, all you need are these three parameters to do something like what you asked for, but they don't currently work or aren't implemented yet.
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Posted Aug 31, 2013@CommodoreAlpha
I don't know why but it was Normal. I haven't set it there O_o last time when checked it still were Low
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Posted Aug 31, 2013@CommodoreAlpha
Okay, rephrasing the question: If I wanted to have a firework explosion on collision of a Snowball and mob, how would I do so? Basically you throw a snowball at a mob and a firework goes off.
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Posted Aug 31, 2013@AlexSmith49
You didn't answer my second question. If you want the best help from people, in general, possible, make your question as unambiguous as possible.
But I'm going to assume (because I don't have any other information to go off of) you mean that if one were to hit any mob with any item, that person gets a firework star. Now, I'm only going to help you this one time with this type of question because the answer (in other words, how to do this) is pretty clear in the documentation. Before you ask a question, read the documentation. If you find it confusing, state that you found it confusing, otherwise it makes it look like you don't want to read, which implies laziness. For future reference, the most important pages are the newer features, parameters, tools, objects, and creatures.
Anyhow, here's how you could probably implement it:
Keep in mind that if you want extra data on the firework star (like patterns and colours), that will be more complicated, as it probably includes both the use of NBT tags and data values. And I'm not sure how to edit NBT data on firework stars and fireworks via this plugin.
@Arkatetk
Hmm, sorry, I can't find it anywhere myself either. I can find the "lorename" parameter which allows one to specify an item's name, but I can't find the parameter for specifying lore. There's probably someone else who knows this better than I, and can thus give a better answer.
Also, your syntax for the renaming of the stone pickaxe is wrong. It should be
STONE_PICKAXE@!~&6Test Pickaxenot
STONE_PICKAXE@&6Test Pickaxe@semirotta
This is probably one of the most important pages you will want to use when specifying Bukkit material names, always. Oh yeah, and this is also just as important. Just because something sounds intuitive doesn't mean it will work. :P
But yes, you need to use "CROPS" instead. "CROPS" is the actual block, "WHEAT" is the item. You can't "break" the item (in the sense that you break blocks), but you can break the "block-form" of the item, in this case, "CROPS". In hindsight, it doesn't make sense to break items in this game. :D
And from looking at those messages, it looks like some kind of debugging feature is on, and/or your verbosity level is set to higher than normal. Check your verbosity, and if it isn't already set to "low", then set it to "low" and see if that will "fix" it.
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Posted Aug 31, 2013I have to ask,
how do i make it so WHEAT cannot be harvested without HOE. ?
Is this correct:
WHEAT:
- trigger: BREAK
drop: DENY
tool: [ANY, -ANY_HOE]
message: "&cYou need a Hoe to harvest Wheat."
EDIT:
It says unknown material WHEAT ? O_O its WHEAT in the material list? do i need to use CROPS instead?
EDIT2:
why this shows up all the time?
http://pastebin.com/Q1maAcYE
my config is:
http://pastebin.com/gjiKngAM
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Posted Aug 31, 2013@CommodoreAlpha
I may have figured it out now actually, I need to be using the lorename condition to tell it to use a certain item rather than it's value. But how do I add lore to the bottom of an item? I can't find how to do so anywhere, I've got this for the name: STONE_PICKAXE@&6Test Pickaxe
But how would you add it so you can put lore on it that will be written under the name.
EDIT #1:
I figured out how to add lore, but it doesn't seem to support color codes. Or does it not support normal color codes?
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Posted Aug 31, 2013@CommodoreAlpha
I want it to do so on hit of mob.