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 Feb 2, 2014@Kofeygames
Unless I'm missing something more recent in the changelog, no you cannot alter drops upon death from mobs that died via "damage.entity". The reason is because the damage falls (or should fall) under the reason, "CUSTOM". See here for more details.
This would be a good idea to implement, however, so you should make a ticket. Within the ticket, you should ask that OtherDrops supports ALL damage reasons on that list rather than MOST of them, and that it supports the "damage.x" parameter separately from other damage reasons, to help distinguish it from damage inflicted by "unknown" reasons.
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Posted Feb 2, 2014I don't suppose you can edit (or in my case, disable) the drops from death by the 'damage.entity' parameter? I couldn't figure out how to do it and can't find anything about it in the docs.
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Posted Feb 1, 2014@JaffaMiner
Lol, why in the world would you want to use coordinates? Just use regions. You mentioned that you want a place "where people go and mine blocks like coal blocks and creates to get supplies that they can only get in that area." Keyword here is "area", hence use the "region: <worldguardregionname>" parameter. Coordinates would be used for exact block positions, and would be far too specific to be feasible in any application. Each coordinate you specify would be one block, so it'd be a huge and tedious nightmare for the end-user to implement this. In the long run, no sense in adding a "coordinate:" parameter. If you want to replicate this concept, make a 1-block volume region off of the specific block you want to "change".
But yes, as Faldonboy stated, using renamed blocks is not an option (as of now; it could be possible in the distant future).
@repeated1
Please take a look at them documentations we worked so hard on before asking questions, right here. It's all already possible - both the message parameter and the variable-tags. We're always a step ahead in providing to you the maximum amount of flexibility and features, or your imaginary money back. :)
Also, I couldn't help but notice that you asked "could you allow us to..."; all feature requests are to be addressed to @ZariusT, as I'm just a documenter here.
@NeonJ
That shouldn't be happening. It appears that OtherDrops isn't even reading for colour codes at all, after parsing the lore-text indicator (semicolon). Most likely a bug, maybe you should make a ticket. I would investigate (via testing) it further myself, but as of now, I'm swamped with busy real life stuff. (Which is also why I haven't been cleaning up the documentation lately and moving stuff to the wiki.) :P
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Posted Feb 1, 2014I appear to be having an issue adding lore to my item: I'm trying to make a few drops which grant the player Tomes to be used with the MagicSpells plugin (specifically, trying to get the Ender Dragon to drop a Tome with the "Force Ro Dah" spell contained in it [FORCE Ro Dah being a rather terrible in-joke] However, when I try to create the item, the lore text on the item does not become coloured like the name.
My Item Data is as follows: WRITTEN_BOOK@!&aMagic Tome - Force Ro Dah;&eRequires the 'Force Push' spell.;&e&0&kMS$:tome:forcerodah,1
As you can see, the name itself has the &a colour code working fine.. but the lore messages have the &e not working at all..
I had tried using the Section symbol to colour the text, but that just adds a weird A before actually colouring the text.. and in order for this to work, the weird A must not exist.. so using the section symbol is probably not the answer.
Any help?
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Posted Feb 1, 2014No, once a block is placed down(with the exception of some containers) they lose all of their extra data. (attributes, lore, name, etc.)
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Posted Feb 1, 2014@sakura_blades
So naming a block "CoalFossils" with Itemizer or an anvil or whatever and placing it would work? XD
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Posted Feb 1, 2014@repeated1
For %playername% you'll want to use %p
And for %world% you'll want to use %loc.world
and here are some more if you're interested...
%v for the block/mob broken/killed
%q for how many of the item dropped
@JaffaMiner
Hmm, well I suppose I don't see a specific coordinate parameter either, just the height one.
One way around this, and it'd still require you to go in and interact with the blocks individually.. Is to rename a block or several (what you want) to something else. Then set that block to it's display name when having the triggers go off...
So it'd be like this:
CoalFossils:
drop: bone/1-2
Of course this would require you to spawn in coal with the name "Fossils" and replace the blocks you wanted. And that's just an example off the top of my head. XD
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Posted Feb 1, 2014@CommodoreAlpha
Thank for you answer, could you allow us to add some tags to "message:" now when this special enchanted item drops. It should give a message like.
So now the player know for sure this message is to him and only him. It can also be useful with some other tags. Like %online% shows how many is online. %health% shows the players heath, %hunger% shows players hunger. %world% what world you are in.
etc you get the idea.
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Posted Feb 1, 2014I may be sounding ignorant but I'm scouring the documentation and can only find a condition for height.
I am an idiot, just found the WorldGuard parameter. Thanks for the help sakura :)
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Posted Feb 1, 2014@sakura_blades
That was serious :P, Are coordinates implemented though?
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Posted Feb 1, 2014@JaffaMiner
Not sure if rude sarcasm or being totally serious...
In either case, those are your options. But with the coordinates, you can do what you're wanting to.
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Posted Feb 1, 2014@sakura_blades
Yes exactly I want to physically go and get the coordinates for specific blocks.
I need this to have areas on my server where people go and mine blocks like coal blocks and creates to get supplies that they can only get in that area. I don't want people placing down these loot blocks anywhere and farming them.
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Posted Feb 1, 2014@JaffaMiner
Then you'd want something along the lines of coordinates for your condition. But that would require you to go in and get coordinates for the blocks you wanted to drop things on.
I think you're best bet (easier) would to either go with a region selection and/or a percentage rate for the drop (suggested low) so it doesn't drop as often/less than you want it to.
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Posted Feb 1, 2014@sakura_blades
I think you misunderstood me. I do not mean ZONING. Say you had two coal blocks next to each other with a 1 block gap in between. The feature I proposed would allow you to select one coal block to drop say, five gunpowder. However, since you only selected THAT block for a "drop region" the coal block next to it and any others on the server would not drop gunpowder.
If this is indeed what you meant then I apologize and ask for how exactly to do this.
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Posted Feb 1, 2014@JaffaMiner
You can do this with World Guard regions already
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Posted Feb 1, 2014I think a feature that allows you to set a certain block or a selection of blocks to drop custom items would be GREAT. Like, select a zone, and it saves that zone with its name to the config where you can set the drops of the blocks in that zone. This way people could have certain areas where they, for example, could mine "resource blocks" to get drops such as food and wood, but they don't mine any old block to receive these drops.
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Posted Jan 31, 2014@CommodoreAlpha
Good thinking :) I'm not experienced enough with this plugin or coding to be able to think of things like this right away.
Any idea why the dev builds page is down? And any ETA for it being fixed?
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Posted Jan 31, 2014@krisukun
Very nice, well thought out idea! You should make a ticket. :)
(If you don't, I will, but it takes forever for me to make tickets because I'm quite busy myself.)
@Kofeygames @repeated1
Forgetting that you can use brackets for multiple drops. ;)
And the concept of random enchants and random levels are already possible, albeit a bit more drawn out. The issue with the idea you proposed on random enchantments - although it is a good one - is that it could further complicate the syntax (making it harder to read and decipher) with unneeded messiness. If you could propose the same idea with ingenious simplicity, then that would be fairly convenient.
Also, having "?" does not make sense. You must specify an integer range, like "1-5", because choosing a "random level" (AKA a "random integer") would mean any possible number, from negative infinity to infinity (although, any integer that is too high in magnitude or negative wouldn't pass because, well, it's not supported within Minecraft or the Java language).
What both of you are forgetting is that OtherDrops has brackets (for specifying multiple drops in general), and drop groups (for specifying "chances within chances" of certain drops - or what I call, drop variance). These two aspects are what makes the idea possible.
Here is a method on how you can achieve the effect (pay attention to the indentation!):
The above essentially means that a zombie that dies by any means has a 1% chance of dropping a single, disjoint outcome from this drop group. Because there are four (equally weighted) outcomes, each of these outcomes (a differently enchanted or nonenchanted diamond sword) is likely to happen within the "1% drop chance". It could be a plain diamond sword, one with sharpness, one with fire aspect, or one with both.
Don't like how there's too much going on in one line? Instead of the extra syntax, I believe there's an "enchantments:" parameter you can use in place of the "item enchantment syntax". While it's extra lines in your configuration, it could help ease your eyes. It's still long and drawn out, but it's better than adding extra (and confusing) syntax for both the plugin and the user to parse through.
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Posted Jan 30, 2014It's possible to add parameter like "spawnedby", but for blocks?
For example - I want to give players possibility to find some money while destroying sand and grass, but I don't want situation, when they will place sand and destroying it repeatedly... Parameters like "spawnedby: generator/placed/etc." for blocks would be very nice! :)
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Posted Jan 30, 2014@repeated1
Pretty good idea, if it's not already possible lol.
Another option for now is to reduce the chances to 8% and give it the 'flags: UNIQUE' property?