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 Jan 16, 2014@Faldonboy
Oh, OOHHH. That makes WAY more sense. Thought he was talking about something else. I remember suggesting something similar for MobManager, but it got shot down because it would require NMS code (as you've said, not implemented in the Bukkit API yet) and would thus break on every update.
I would like to see this too, as would many others, but you're right that it's not currently feasible. I did a check on leaky, and didn't find anything recent on implementing attributes, so it'll probably be awhile before it does get implemented.
@Testercraft
If you didn't read the above portion of my comment, attribute-support won't be possible for awhile because it would cause OtherDrops to break on each Minecraft update; OtherDrops' flexibility would then be lost.
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Posted Jan 16, 2014@CommodoreAlpha
He's suggesting that OtherDrops needs support for attributes which iirc bukkit still hasn't made an API for so it's currently not feasible to do. Attribute support would be WONDERFUL but its low on bukkits to do list unless they did it when I wasn't looking.
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Posted Jan 16, 2014@PazaCraft
Something's wrong either OtherDrops (more likely) or your server, because the Bukkit material enum refers to block "22" as "LAPIS_BLOCK". Ergo, "LAPIS_BLOCK" should give you a Lapis Lazuli Block, not Lapis Lazuli Ore (which frankly makes no sense).
You shouldn't be using Magic Values (AKA data values) either, because they're going to be depreciated really soon. In my opinion, you should not have to resort to workarounds unless really needed - if there's a problem, and something is not working as expected, you should fix the issue, not find an alternate solution.
Have you checked to see that OtherDrops isn't reading "LAPIS_BLOCK" as an alias of "LAPIS_ORE"? It's most likely this that's causing the issue, or you've a strange issue on your hands.
@Testercraft
The tickets section should be found here; you can see it by looking at the tabs on the top of the plugin page. I already filed a ticket for you and also nuanced your suggestion to better fit the idea of flexibility.
I'm also unsure as to what you mean, when you say "But need attributes".
@SentinelCraft
I don't think it's currently possible, because I believe lightning just strikes a coordinate point rather than striking an object. So you can't use the logic, where if a block gets hit by lightning, it will turn into something else - because the lightning is striking the block's position, not the block itself.
But, I do think Zarius can implement it; it's a nice idea, and you should make a ticket about it. I believe it can be implemented by adding a "LIGHTNING_HIT" trigger-parameter. In this parameter, Zarius could just make it so that he gets the position of the lightning strike, and looks for the block below the position where the lightning struck. (I think lightning strikes the top of a block rather than the block itself, but I could be wrong.)
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Posted Jan 16, 2014I have also tossed around the idea of when lightning strikes a block, in this case sand, the sand turns to glass. Would that be possible? I haven't been able to make it work
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Posted Jan 16, 2014@CommodoreAlpha
Where ticket?
But need add attributes! Should it Great!
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Posted Jan 16, 2014@PazaCraft
Got it! i put 22 and it worked
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Posted Jan 16, 2014@CommodoreAlpha
Tried that, gives out lapis ore, not lapis block... ;[
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Posted Jan 15, 2014@PazaCraft
"LAPIS_BLOCK"
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Posted Jan 15, 2014Ive tried everything but i can never get lapis to work, I have a clay block and i want it to drop 3 lapis blocks, what are the lapis blocks called???
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Posted Jan 15, 2014@yloplopy
I'm unsure as to whether or not you can specify enchantments in conjunction with "group-type" aliases. It may be, that on your second "tool" line, the plugin is reading "ANY_PICKAXE@!SILK_TOUCH" as just "ANY_PICKAXE".
Also, silk touch not working on your server with stone is most definitely an issue on your side. You should not use another plugin to "fix" it, unless it's an "outstanding" vanilla bug that has been experienced by many (AKA reproducible bug). What you need to do to fix your problem, is to troubleshoot its "cause" and figure out why it might be happening. If a plugin is at fault, contact the developer of that plugin, because pickaxes enchanted with silk touch should most definitely work on every server - and when they don't, it's probably because of plugin interference.
Do a "binary" search on a test server to look for the offending plugin. A binary search is basically where you remove half the plugins, and check to see if the bug is still there. If it's still there, the offending plugin is in the half you didn't remove. Rinse and repeat.
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Posted Jan 15, 2014Hello, I recently noticed that silk touch was not working on the server with stone. I looked in my .yml file and made it so silk touch would work. However, this did not fix the issue. Now, no matter what pick you use, it will always drop stone!
All the extra stuff in there is just money drops XD
Thanks, Nick
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Posted Jan 15, 2014@tarossk
The problem with fluid blocks is that, while you may technically be "targeting" the fluid block itself, you cannot "interact" with the fluid block - only with solid blocks. (If there are no solid blocks within interaction range, then you technically interact with an AIR or fluid block.)
Now, there are two issues that come to mind about how to implement this feature. The first is that interacting with fluid blocks themselves is a tricky business, given how vanilla Minecraft works. The second, is that you would need to specify whether a player interaction should occur at the targeted block, or at the targeted block barring all fluid/air blocks.
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Posted Jan 15, 2014@ZariusT
Zarius, you managed to find out about the horses?
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Posted Jan 15, 2014@ZariusT
I already found the solution to the problem, but did not unsubscribe. I had a mistake in the wrong syntax yml file, there must be a definite structure. However, with fluid collecting there is still a problem. If the unit for liquid worth some solid block, the liquid is collected, but does not implement the trigger replacement as it works right click on the rear unit (the water is clear). Although from a distance, if you click on a water, even for 25 cells, then trigger it works. How to remove this moment, I do not know.
Any ideas?
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Posted Jan 15, 2014@tarossk
I haven't tested it but perhaps try:
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Posted Jan 15, 2014Prompt how to make the correct event when chtoyb bucket scoops water, a place where there was water unit (unit) is converted into another specific block? Fluid unit specific, I poetmou default does not work to bind the event. Someone faced?
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Posted Jan 13, 2014@Testercraft
Just FYI, it's "fixtool" not "repairtool"... I think. I can't see how adding a parameter like "player.equip" would remedy the issue properly. Unless you meant that "repairtool" should have extra data applied to it, like "repairtool.head", "repairtool.body", etc. Either way, you should make a ticket about it.
Right now, it's not possible to make repairtool repair equipped armour, because repairtool can only repair the "thing" that did the action - in other words, the item you used to trigger the event. Again, if you'd like to see this possible, make a ticket about it to help out Zarius. ;)
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Posted Jan 13, 2014Can otherdorp make repairtool to armor fix?
I tried but not work if on armor.. Fix work only with hand on armor..
need more parameter player.equip: Iron_chestplate
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Posted Jan 13, 2014@Faldonboy
That doesn't make a lot of sense when it's written that way. :|
I'll revise it for clarity.
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Posted Jan 13, 2014@CommodoreAlpha
"PLAYER" block means that PLAYER is the target.