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 7, 2013@CommodoreAlpha
The cooldown thing does not work properly or at least it only works with one spell. I copied exactly what the Enderdragon (Elemental dragon) was for a NORMAL zombie to test this out, it only casted the first spell all the time.
I removed flag: UNIQUE and it still kept doing the first spell only.
I don't think the elemental dragon can work either..
but ya, if there is one action like the click.%p@5 then it should work out fine
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Posted Sep 7, 2013Looks pretty cool, going to make mobs drop fire to craft chain armor.
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Posted Sep 7, 2013@Foulwerp
Yeah, just specify "%p". Follow this example (which I got from the documentation):
This example means that if the player, "%p", does the action, "click", OtherDrops will carry out whatever action you have configured, but only after a certain interval, "@5", has passed from the last time the player did the action.
In English, this means that the parameter has a cooldown of five seconds for that player every time they click whatever it is you want them to click.
@TheMcPlayer1997
Please explain. What do you mean by "right-click to wear chain armor"? If you're looking to disable players from equipping armour, then you might be disappointed as I do not believe it's currently possible, nor would it be implemented as that's something a more specialised plugin should be dealing with.
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Posted Sep 7, 2013Hello! Can i somehow disable right-clicking to wear "chain armor"? Thanks.
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Posted Sep 6, 2013So it seems like when you put a cool down on something its a global cool down is there a way to make it so that its specific to that player?
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Posted Sep 6, 2013@Redstoner_Pro
Did you check your verbose level in your configuration? If it's not already set to "low", set it to "low" and that should fix the spam. But if it's already set to "low" then it's something that the developer will have to fix on his side.
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Posted Sep 6, 2013Getting tons of spam while using the blockplace trigger. 7:56:00 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:00 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:01 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:01 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:02 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:03 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:10 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:10 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:11 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE 7:56:11 AM [INFO] [OtherDrops:2.8b.580] BLOCKPLACE Happens every time a player places a block. I believe this is left over debug code. Could this be cleaned up soon? Its getting quite annoying when looking through logs.
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Posted Sep 5, 2013@semirotta
Well, I'm just following his example:
He didn't mention selling bandages, having multiple types of bandages, or making this "bandage" item a variant of paper itself. Maybe he wants the vanilla paper item to have the extra function of being like a bandage. Or at least that's how I interpreted it.
But you do make a great expansion upon my example. Just keep in mind that players can still use anvils to rename stacks of items to the name of the "custom item" you make via OtherDrops. You could probably (and easily) prevent this by adding in the "reset chat effect" using "§r".
@UltrafaceGuy
Sorry for the late reply. I believe this is possible - try out this example:
The logic here is that if a zombie has been spawned by a spawner, the plugin will detect this, override the zombie, and spawn a zombie in the same place. The end result is one plain zombie from a mob spawner IF THE DROP OVERRIDES THE DEFAULT. If not, you get two zombies for the price of one!
However, if the zombie is spawned by any other means - natural spawns, spawned by plugin, etc. - then according to this example, there will be a 33% chance of spawning a "VariantA Zombie", a 33% chance of spawning a "VariantB Zombie", and a 34% chance of spawning a plain zombie. Remember, this drop must override the original (which it should), otherwise you get an additional, free plain zombie.
If my example doesn't work at all, try messing around with it until it does. If you need help on some of the newer parameters, see this page for more details.
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Posted Sep 5, 2013@CommodoreAlpha
isnt if you want to "sell" bandages, you could do this:
PAPER@~Small Bandage:
- trigger: RIGHT_CLICK
consumetool: 1
potioneffects: REGENERATION@5@1 # Level 1 regeneration for 5 seconds
and make bigger like
PAPER@~Big Bandage:
- trigger: RIGHT_CLICK
consumetool: 1
potioneffects: REGENERATION@10@2 # Level 2 regeneration for 10 seconds
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Posted Sep 4, 2013@Foulwerp
It's very possible, but I'm quite rusty on the portion of the documentation that involves your request. There are two approaches I know of, one of which may not work, and the other one which will, but isn't the "preferred" option.
The one that may not work involves damaging the attacker with a negative value, like so:
The other method uses potion effects. If you want the effect to be an instant (technically per-tick), use "HEAL". If you want the effect to NOT be instant, use "REGENERATION". If you want super fast regeneration, use a HIGH level/amplitude of regeneration with a LOW duration. If you want it slower, use a lower level (the least being level 1).
Honestly I think applying a bandage - if you decide to use the potion effect approach - is cooler if it applies super-fast regeneration, simply because it's more realistic (and looks cooler with the way your health bar rapidly fills up, but not in one interval). Here's some examples you can use:
I don't know how much health any of these examples heal. Please look at the "potioneffects" section of this page for more details. If you don't like my examples because they heal too little or too much, then experiment with the numbers I set.
Also, keep in mind Mojang recently nerfed the regeneration and healing potion effects. And made the strength potion effect obscenely powerful. And we (the players) still have a measly ten hearts without plugins and mods. That's enough to make anyone wonder what they're even thinking up there. :P
@Arkatetk
I'm not exactly sure if it's possible. The "BLOCK_PLACE" trigger is a bit iffy to me... The logic of how this trigger functions wasn't fully explained in the documentation.
Here's an example that might work:
If that doesn't work, try this:
If neither will work, I don't know what will. In your case, you might've been using the "RIGHT_CLICK" trigger, but the issue with that is you're right-clicking the block on the ground, not the block you just placed, hence why the block beneath the wool gets replaced rather than the wool block itself.
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Posted Sep 4, 2013Thanks for all the help guys i need help with another thing...
Is there a way that when a player holds lets say paper and they right clicks it heals them and consumes 1 paper?
Pretty much i'm looking for a way to use bandages in the game that heal about 1-2 hearts of damage.
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Posted Sep 4, 2013@Lazorzz
I honestly dont know about lore names, i have NEVER used lorenames. I do use mobnames, itemnames but not lores...
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Posted Sep 3, 2013@CommodoreAlpha
Is it possible to set it up so that when you place a block, it immediately becomes another block? So for example; I place a wool block, and I want it to turn into a log, would that be possible?
I see the replacementblock action, however (And I am probably doing this wrong) but it's replacing the block underneath the wool block, but not the wool block itself.
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Posted Sep 3, 2013@CommodoreAlpha
Augh, I feel like an idiot for not thinking of the section symbol. That did the trick. Thanks a lot ";D
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Posted Sep 3, 2013@Lazorzz
Did you try my idea for revision (or read my comment)?
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Posted Sep 3, 2013@semirotta
Hmm... Gives me errors on the "&"s in command prompt. Same applies to ::all:: of my colored lorenames. On another note, the homework pages are for quests n stuff ;D
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Posted Sep 3, 2013@Cutevalent CREATURE_HOSTILE:
- drop: [DEFAULT, EMERALD/1/10%]
That adds into every hostile creature to drop 1x emerald 10% chance (still drops default drop)
- drop: [DEFAULT, EMERALD/10/10%]
drops 10 emeralds 10% chance and default drops still drop
@Lazorzz
ZOMBIE:
- tool: PAPER
lorename: &5&lIllegal Homework Abuse Maneuver
drop: PAPER@&l&2Homework Page
quantity: 1
chance: 20
That works, I got to ask: what you use this for? :O
@Foulwerp PLAYER:
- trigger: HIT
tool: CREEPER
potioneffect.victim: [NAUSEA@600@5]
cooldown: hit.$p@6
exclusive: 1
It might work without cooldown and exclusive but I have those just to make sure it works :)
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Posted Sep 3, 2013Anyone know how to work the new beta version so that your edited mobs don't spawn from mobspawners? I just want mobspawner mobs to be default.
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Posted Sep 3, 2013I'd like to try a current dev build to see if the CoreProtect error goes away but the destination is currently dead (assuming a home PC with dyndns address)
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Posted Sep 2, 2013Is there a way to make it so that when creepers explode players that are in the blast radius get effected with nausea?