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 Dec 27, 2013@sakura_blades
Fair enough, the external plugin I was referring to is MagicSpells by the way. Its disarm spell can knock the weapon they are holding onto the ground temporarily and make it so no one else can pick it up either. Could also be turned into an AoE spell and hit everyone in the area.
Other plugins could accomplish the ones I listed as "external plugin" but MagicSpells can accomplish them and much more, it is the top spells plugin out there and the most reliable. 1.7 dev builds can be found here (Always use the latest one for your version, in this case the Dec 10th version.)
MagicSpells can cast most of its spells from console as of version 3.0 and can also target specific coordinates with certain spells from console, making it a very unique plugin and a very powerful one when it comes to creating special abilities for players or mobs.
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Posted Dec 27, 2013@Faldonboy
Well considering the 1up was only intended to give 1 extra life anyway, that would do just fine. Otherwise could create a custom "duplicate" of this mob of a this@35? with it's own settings. xD
Well perhaps I will have to do some more digging of what OtherDrops can do or something to create some kind of lifesteal/regen. Even if it's a potion effect on a certain amount of damage this entity does to a player? I have no idea. XD
As far as the dropping of inventory, we're using McMMO so losing items and dealing damage isn't an issue for unarmed users, and since the player will be standing where the items drop anyway it'd only be a moment unless they died from the mob anyway. Which of course these are intended to make our world just a little harder anyway, so I think it's fitting. Either way, it is certainly something to ponder and consider with my Co-Owner.
--
Well I am bound to learn all I possibly can about this plugin and if the wiki exists in any way shape or form still I could attempt to breathe some life into it of what I learn along the way?
I'm sure you guys would review everything and be sure it was correct. xD
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Posted Dec 27, 2013@sakura_blades
I had already thought of that for 1up but I didn't think it sounded feasible, yes you could have it respawn a duplicate upon death but drop: this won't work, say it was a ZOMBIE@50h using drop: this - would produce ZOMBIE@20h (that's how it should work at least.)
Fix tool will only work on tools, however using the damageattacker you mentioned might work, I know it works with players, its how I made custom food, along with pset.hunger. But I'm unsure if it works on mobs.
The thief idea of yours would work, but do you really want a mob thats able to force a players entire inventory on to the ground? :P
---On a side note, yes, OtherDrops is amazing, it is one of the most versatile plugins available, able to work with any plugin that uses permissions or commands. It can be used to extend other plugins by adding new items for them, create special ways of gaining exp in other plugins, be a medium between two other plugins that don't normally work well together, can create custom items, food, weapons(hell if your imaginative you can make your own custom enchantments, powers, spells, mobs, etc).
Also, yes, there..err, was.. a wiki. It was abandoned long before I became a documenter though. I was going to revive it over the summer but didn't find the time to.
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Posted Dec 27, 2013@Faldonboy
Technically, couldn't this be semi-possible with the percentage to respawn a duplicate of that mob? So in a sense it would be a very rare occurrence if set on a chance? :P
With a:
And if by giving all custom mobs their own HP setting, it could only target those mobs with that HP setting with:
That would work, wouldn't it? ;P
-And for:
Would pairing together both:
Would that work? (I had something else before but I rechecked the documents and found I needed to correct this from trigger: damageattacker to trigger: hit)
I'm afraid I'm not familiar with how those work just yet, but a quick go over of a few of the pages and a very brief and quick knowledge of what I gathered it just might.
If there were a random variable generation this would do lovely if it were so.//
Also..
Could be possible with:
EDIT:
Sounds like there is more possibility for more custom mobs if we go through OtherDrops to create them, and if I am not mistaken it would be more lightweight on the server to just use this plugin to handle them too, instead of using both plugins together (if we ever found a way to) since it seems both plugins are calling on the entity spawning through bukkit. (We do have a few mobs set up through your plugin to spawn; like Giants that will drop a rare looting item to be used on Infernals/Custom mobs to increase chances of drops or the drops themselves)
Note:
I love that permissions can be given for events, it means we can nestle these custom items into a Profession type we have already setup or create our own 'elite' professions using the custom items. I plan to give Gold Items a use again! :D
Moment of squee!
I was super excited to find this plugin and to see how much it is capable of! The more I go over it, the more excited I get to be using it! ^.^ I wonder what else we could remove/change plugin wise by using this plugin, I shall have to go over our list and see what we're using and what can be replaced. nods I got laughed at when I squee'd at my Co-Owner because of this wonderful work of code! :D And to top it off you guys have been so patient and helpful in assisting to get Infernals working with it and answering all my questions. Think I found another favorite Dev Team!
When I understand the plugin better, and how things work; and perhaps when/if I get my custom spawns up I shall submit some of them for download/inclusion? I'd also like to try to help write some of the pages if I could, even if it meant I wrote them off page and submitted them to one of you? I think I saw a wiki somewhere, and it was mentioned to be outdated?
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Posted Dec 27, 2013@sakura_blades
Don't know what to tell you on that, the problem you're having shouldn't be happening in the first place so its a bit hard to help without Zarius's input, hopefully once he's back he can help with the CoreProtect problem.
I'll make a new page for handling custom mob spawns shortly, its long overdue. Looking at InfernalMobs list of abilities I can tell you which ones would be doable(to my knowledge) and which ones would be impossible or would require an external plugin to accomplish.
Most of these are accomplish-able by using potion effects or using OtherDrops parameters/events
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Posted Dec 27, 2013@Faldonboy
I'm just using Ess Eco because I use Essentials anyway for a lot of other things, and I've never had an issue with it before. Why bother getting something else to handle my Eco when something else I'm already using for so much can offer it?
Just like to be completely honest with you, if OtherDrops could handle nearly every ability that Infernal Mobs can, we'd be using just OtherDrops.
Though you said some of them would be impossible, and the documentation for custom mob spawning isn't available to go over to get a good idea of what is...
Vault = Version: 1.2.27-b349
I haven't found Dev Builds or locations for Dev builds for either of them if I recall. :\ Can't seem to find a Dev Link on their pages and for some reason I am no good at hunting down Dev Builds that aren't linked./marked "Dev Builds" or something..
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Posted Dec 26, 2013@sakura_blades
Is there a particular reason you're sticking with Essentials Eco? If not it may be easier to switch to a different economy, if you can't get rid of it try loading Essentials, CoreProtect, OtherDrops, Vault, and either SDFEconomy or BOSEconomy and see if the errors are still there. I know SDFEconomy can convert money from any other Vault economy into its own so no one will lose money.
When I first updated to 1.7 I had that same error about dependencies but it went away after I updated vault and coreprotect to 1.7 dev builds.
What version of vault are you using btw? I'm on 1.2.25-b333
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Posted Dec 26, 2013@Faldonboy
Yes there are errors for Dependancy when loading the config files for OtherDrops, and one of them mentions something about CoreProtect. I had posted these in a ticket the other day if you'd like to take a peek at them.
I did try another eco, but I disabled Essentials to do it, and it did run with the other eco but I don't think I had Co installed on the test server at the time either..
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Posted Dec 26, 2013@sakura_blades
This dev build is many months old, and I can't remember what was changed between the current release version and the one I'm using. Bringing the dev server back up is one of Zarius' first things to-do but I'm not sure when he'l be back, I'm assuming he's with family over the holidays.
I have a question, when you restart your server do you see an error pop up when OtherDrops is loading saying that it failed to load a dependency?
EDIT: The error would most likely appear when OtherDrops loads its configurations not when it first loads into the server.
EDIT 2: I can't remember, did you try another economy plugin? Or adding a second one (preferably BOSEconomy or SDFEconomy) to the server WITH Essentials economy still activated(Essentials Eco works with those two economy plugins, they just override parts of essentials.) I use
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Posted Dec 26, 2013@Faldonboy
Is there an ETA of when the Dev Builds will be available?
I'd really like to update to that 2.8b580 build as I do think that's my issue with CoreProtect. We've been wanting to do away with the current mob payout plugin as it's really annoying in how it works and spits out messages per each kill. :P
Really love how this can handle cash rewards/charges and we get to decide the messages if any.
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Posted Dec 26, 2013@sakura_blades
That's a shame, there aren't very many plugins that can alter mob spawns or change their stats/give them abilities. InfernalMobs, OtherDrops, and EpicBossGoldEdition are the only ones that come directly to mind for that. I know other plugins exist that can do it but its not their only/main function and there's often a lot of unnecessary/unwanted features.
EDIT: Forgot to mention, unfortunately with him tracking mobs via their UUID leaves us without many options. Very few plugins(to my knowledge at least) use that method, the only one that I can think of that can handle mob spawns/abilities the way InfernalMobs can would be Denizens, using that plugin means learning their built in scripting language though, which in all honesty isn't that hard but its very time consuming.
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Posted Dec 26, 2013@Faldonboy
I spoke a bit with the Dev of Infernal Mobs, he does not know how to make API's and apparently the plugin tracks a mob's UUID in an array list, which is removed when the mob dies or despawns.
I've requested he put the source code up for his plugin, but I am unsure if he will manage to do so or how much it will help.
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Posted Dec 26, 2013@sakura_blades
Mmk, Commodore was correct then, Infernal Mobs is using their own method to spawn those mobs so there isn't much that OtherDrops can do with it. Honestly I would just create your own special mobs with OtherDrops, its far more configurable and you can create custom mobs easily.
This example shows the Bandit mobs I created with OtherDrops. I also do things like give skeletons different types of arrows depending on the weather/biome they are in.(Example - Skeletons in the nether shoot arrows that burn, ones in jungles/swamps/forests can poison, skeletons in storms shoot lightning arrows, etc).
If there is a feature you really can't live without in Infernal Mobs try posting a feature request for it on the github here or try and convince the dev of Infernal Mobs to make his plugin more compatible.
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Posted Dec 26, 2013@Faldonboy
.> Edited my post. xD
Yeah using the command they seem identical in the output I get..
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Posted Dec 26, 2013So infernal mobs all have default HP? This actually makes things more difficult lol. Another way to have special mobs have different drops than normal mobs is to use their HP values instead of their names, but if their HP is the same as a default mob that won't help much.
Ex:
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Posted Dec 26, 2013@Faldonboy
Providing that 20.0h is health, then they are all the same, even ones with a different ability. I also learned, that by using this command it tells me how the mobs are spawned. If I can find a mob that spawned "naturally" I can find out how to target them
maybe..
So I managed to get to a "natural" spawned Infernal and this is the data I got... Idk if any of it is useful from determining them different...
Comparing these, I don't think there is anything that I can use to tell them apart :\
and for good measure I compared the output data from that command of a non-infernal to an infernal... Identical information.. :\ Though the ones I inspected for that comparison were a "spawnedby: not set"
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Posted Dec 26, 2013@sakura_blades
Mind doing a test for me? Spawn a few infernal mobs(same mob type) and look at them and use /od id mob and tell me if they all have the same amount of HP or if its different amounts.
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Posted Dec 26, 2013@DivinityCraft
I'd like to get a Dev Build too, I think it would help solve some of my own issues. However, the currently available builds do work on 1.7 though with a few bugs/incompatibilities with a few other plugins. So it's something to get started with anyway...
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Posted Dec 26, 2013How do you download dev builds? The link doesn't work.
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Posted Dec 26, 2013@Faldonboy
I am not sure about it to be honest with you...
Though the Dev just added a configuration to his latest update that lets us set the prefix.
I have tried just putting this prefix in the file, adding on the mob's end (actual) name to it in the file. None of that is working.
And I come to find out the "spawnedby: custom" setting isn't working either. :\ I slap down [natural, custom] as last I checked brackets were 'both/all of these' and every mob is dropping everything i don't want them to.
I cannot seem to find a way to single out the "natural" spawning of the Infernals. Now the Infernals that have an abilitiy to multiple, the doubles will drop what I want with CUSTOM set, but not the originals.