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 29, 2013I would like cave spiders to replace normal spider spawns under height y 65. Is this possible to do?
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Posted Dec 28, 2013@sakura_blades
In your case, just use and stick with "LEFT_CLICK" and everything should be good. You also suggested a better solution than I did, so thanks for that. :D
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Posted Dec 28, 2013@CommodoreAlpha
As far as the pet thing goes, I know using a MyPet type of pet the player is recieving damage when that pet attacks the mob. Since the MyPet convices Minecraft to read the pet as a player and the pet is attacking on the players behalf (PlayerDamageEntityEvent) or something or other. It's used for MyPet to check whether the pet can attack other players or not.
I think I will stick with LEFT-CLICK as that seems to be working as far as the player hitting the mob and if it will change later I'd hate to go through the trouble of changing it all over again.
@SuperiorCommander
I would've suggested the turning off the loot-override myself, but since you only requested to stop zombie flesh from dropping I didn't bother at all... >.> I mean, it really is as simple as doing something like:
or something like that. (Didn't bother to look up actual item name..)
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Posted Dec 28, 2013@SuperiorCommander
There's a .yml file named "otherdrops-config" in the plugin folder.
Go in there, and you should see an option that looks like "loot_overrides_default". Set that to true. Anything you configure from now on will drop whatever you set instead of vanilla drops. If there's something you don't configure, however, it will still drop vanilla drops.
So, if you just want a zombie to not drop flesh anymore (or anything else, as a matter of fact), just have this in one of your drops files:
Then it won't drop anything anymore. If you still want it to drop carrots, potatoes, and iron, you would need to find the correct drop rate for those items and put those in to simulate vanilla drops without flesh.
@sakura_blades
"CREATURE_HOSTILE" is the group of all "hostile" mobs, like spiders, zombies, etc. See here for more mob-group aliases.
"HIT" refers to when you actually hit it - but I don't know if the plugin distinguishes between actually hitting something and left clicking. I don't think it does, yet, but in the future it will. I actually don't think it matters right now if you use LEFT_CLICK or HIT, but if HIT doesn't work, use LEFT_CLICK.
"damageattacker" is the parameter for damaging whomever did the trigger. So yes, it lets you determine the damage output. In this case, four points equates to two hearts of damage. Armour gets ignored, by the way.
Because the plugin currently doesn't distinguish between "LEFT_CLICK" and "HIT", you need to specify the "reach" of the trigger. Without an attackrange, you could left click something 50 blocks away and still have the trigger occur. The vanilla reach limit for interacting with things is about five blocks, I believe, so this number should be "5" if you want to simulate the vanilla distance of interaction.
As for bows and pets, the players wouldn't be hurt to begin with. When they're using a bow or pet on a mob, they're not left clicking the mob at all. You specified the trigger as "LEFT_CLICK" - so the plugin does whatever you just said. Bows require you to right click, and pets probably attack automatically.
Hope that helped. :)
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Posted Dec 28, 2013When I kill a zombie it drops flesh. I haven't configured it to do this. How do I disable flesh from being dropped?
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Posted Dec 28, 2013@SuperiorCommander
drop: xp/0
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Posted Dec 28, 2013How do I make it so mobs don't drop EXP?
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Posted Dec 28, 2013@SuperiorCommander
Just set up a drop or a drop group for your Zombie with a specific world parameter.
ZOMBIE:
- drop: <the items>
world: <the world>
- drop: <the other items>
world: <the other world>
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Posted Dec 28, 2013I want to set up different configs for different worlds. For example I want zombies to have different drops in one world than an other. Is this possible? If so how do I do it?
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Posted Dec 28, 2013@CommodoreAlpha
What I wanted was for a mob to deal some kind of damage or harm to a player that attacked it at a melee range.
I was trying to allow players to use bows to avoid this damage and for them to not be hurt when a pet that acts on their behalf hits the mob.
So would: Damageattacker: <integer> allow me to choose the damage output? I'm not entirely sure exactly how that works, but that would be my guess. As far as changing Left_Click to Hit, I read that for players it needed to be Left_Click and not Hit.
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Posted Dec 28, 2013WikiCreole formatting is annoying; you should try doing something like this:
<<code yaml>> - trigger: LEFT_CLICK tool: [ANY_ITEM, ...] chance: integer <</code>>So it will end up looking like this:
That aside, I'm actually not too sure what you're asking for. Could you try clarifying your question a bit? Both your statements...
...were a bit confusing to me; sorry about that. You use the word "damage" a lot, but I don't know what you're referring to. Is it the potioneffect damage? Is it damage when you hit a mob via melee or bow? When you say the mob is "dealing it to the player", what is "it"?
But I can comment on the configs you're showing me. For the first section, you might want to change the trigger to "HIT". You might also want to remove "-ANY_CREATURE, -BOW" from your "tools" because if you specify "ANY_ITEM", "ANY_CREATURE" is not included. Also, negating the bow would mean that if you swung (or left clicked) with the bow item, nothing would happen. I'm guessing you want something to happen with the arrow projectile, not the bow item itself.
Try using "damageattacker: integer" instead of the harm potion effect. It's just cleaner that way.
Your second part isn't entirely valid, because your "tools" section is only negating an item - I believe you also need to add a "group alias" like "ANY_ITEM" for the "negated item" to have any impact on this entry.
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Posted Dec 28, 2013So I have this set up..
- trigger: left-click
tool: [ANY_ITEM, -ANY_CREATURE, -BOW]
potioneffect.attacker: harm@1@1
chance: 100%
and I have tried...
- trigger: left-click
tool: -BOW
potioneffect.attacker: harm@1@1
chance: 100%
And both stop the damage from happening on any form of damage dealt to the mob who is supposed to be dealing it to the player.
I only want the damage to not happen to the player, when the mob is hit with a bow and a pet (We use MyPet which attacks on behalf of the player and this causes the mob to damage the player when the pet does. I assume it would for any normal minecraft wolf as well, but have not tested this.)
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Posted Dec 27, 2013@sakura_blades
Eh? What the hell... That link brought me to a strange page...
Here's the exact link. Should be no funny business this time: http://dev.bukkit.org/wiki/knowledge-base/markup-types/
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Posted Dec 27, 2013@CommodoreAlpha
I'm afraid that link is '403 Forbidden' for me.
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Posted Dec 27, 2013@sakura_blades
If you really wanted mob-related help with OtherDrops, you should try asking Faldonboy, as I'm far less experienced. I'm bound to give erroneous information, so just a heads up.
For future reference, refer to
this page[EDIT: See above post] to see how you can write formatted text. Look for "code" under that page. You should be using "code yaml".I'm not sure if aliases (in your case, "ANY_CREATURE") will work in conjunction with health modifiers - if it doesn't, you're going to have to specify the health modifier "@35h" on every single mob.
I'm pretty sure you can use the "damageattacker: integer" parameter instead of using a potion effect. It's just cleaner that way, and is less prone to messing up.
For your first entry, if you wanted it so that "a player left clicking any mob with 35 health will have a 75% chance of getting hurt", then you'd be fine.
For your second entry, I have no idea what you want to do there. I don't believe you're allowed to specify "drop" twice within the same entry, but I could be wrong. The potential problem with the second entry could potentially be that, instead of dropping the "default drops" in addition to the extra items you specify, it could choose one of the two randomly or lead to some other weird effect.
If you wanted both, the default drops to always drop, in addition to your custom drops, try out a drop group. Look at that page for the example, then replicate it; it should work out for you more neatly.
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Posted Dec 27, 2013@CommodoreAlpha
@Faldonboy
So I'm trying to use this to determine a set of custom mobs from normal mobs, but it appears everything I have setup for these mobs are damaging my players and rewarding their special drops.?
ANY_CREATURE@35h:
- trigger: left-click
potioneffect.attacker: harm@10@1
chance: 75
- drop: default
drop: {377/1-2/10%, 378/1-2/15%, 263/1-4/50%, 264/1-2/5%, 385/1-3/20%}
Will this work?
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Posted Dec 27, 2013@Faldonboy
I remember seeing this used with Residences. I'll see what I can do with the wiki... Most likely, I'm going to move everything currently there to a single "archive" page, then copy and paste pages from the dev.bukkit page onto there.
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Posted Dec 27, 2013There was a reason we weren't using it though.. I think, maybe I'm thinking of another attempt with something else, pretty sure it was the wiki though. Was something about the free version that would make it impractical to use.
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Posted Dec 27, 2013@CommodoreAlpha
Otherdrops Wikispace can be found there, don't say I didn't warn you though, most of whats on there is from 2011
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Posted Dec 27, 2013Wow, lots of discussion going on here! :P
@sakura_blades
On a side note, if you need a plugin recommended to you for "x" feature, chances are I can pull one from the top of my head. I use OtherDrops in conjunction with a few plugins I use, but generally speaking, I'm using about 300 plugins so I have a lot of know-how with "workarounds" to certain problems and what makes for good design in features.
@Faldonboy
Speaking of Wikis... I think it would be necessary for this plugin to have a wiki. There are a lot of "extraneous" yet helpful pages of information on here that are really not that important, so those should really go in the Wiki. The more essential pages should stay (e.g. "parameters" should stay here, "entity list" should go in the wiki).
Could you link me to the wiki so I can check it out? It would really help me out in cleaning out the documentation.