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 8, 2014@Testercraft
No; whereas "lorename:" is a parameter, "loreline:" is not.
Short answer is, there are no parameters for lores; they're specified as "metadata", and should only be specified as metadata. (There is no point in making a parameter to specify lore.)
Just use the first example you gave. It's far more compact and concise (and thus easier to read) than the second hypothetical example, anyhow.
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Posted Feb 8, 2014@CommodoreAlpha
Sorry, english poor but i try be best write.
You understand right but page in i didn't found it what parameters lore is?
i explain again
Diamond_sword@!~Testsword;testlore1;testlore2
so translate
-tool: Diamond_sword
lorename: Testsword
loreline1: testlore1
loreline2: testlore2
like this?
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Posted Feb 6, 2014@Smac3223
Looking at your "otherdrops-drops.yml", you haven't spaced your lines correctly. Each "object" should begin with four spaces (NOT a tab), and each entry under an object should begin with six spaces, a hyphen, and another space. Why, you might ask?
Well, look at the line where you specified "IRON_GOLEM", then look above it until you see a line saying "otherdrops:". Because you put all your "objects" in the same "column" as "otherdrops:", the plugin doesn't read the information as falling under "otherdrops:" so it skips all the information you specify. Hence why your configuration isn't working in the slightest bit. If you space correctly, your configuration-drops will fall under "otherdrops:" and it will thus be read by the plugin. Follow the example within the .yml file EXACTLY, but without the "#" symbol if you need guidance.
Since you're only using OtherDrops to disable a few drops, you should set "loot_overrides_default" to "false", and use the original configuration I suggested, where you use "NOTHING" instead of "AIR".
@Testercraft
Sorry - I didn't quite understand what you asked. Could you clarify?
If you want to know how to insert lores into an item, take a look at this page. For now, that is all I can offer.
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Posted Feb 6, 2014Plugins > OtherDrops Folder
Inside this folder there is "Events", "Includes", "otherdrops-config.yml" and "otherdrops-drops.yml.
otherdrops-config.yml otherdrops-drops.yml
Gave the "air" value a try and that doesn't work either. All mobs listed simply drop as per usual =/
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Posted Feb 6, 2014@CommodoreAlpha
just this one problem but now well alright. =)
i have other issue what parameters items under lorename is?
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Posted Feb 5, 2014@Smac3223
Hmm, your configuration looks correct, so I can't tell what could be going wrong. Maybe the "NOTHING" variable doesn't work? It should, but I've actually never used it myself. If that's the case, you could try setting the "loot_overrides_default" option to "true" within the "otherdrops-config.yml" file to see if that will work. If changing the option doesn't work, try replacing every instance of "NOTHING" with "AIR".
Or maybe I'm looking too hard, and the issue lies not within your configuration, but in how your configuration is placed, if that made any sense. You may have misplaced the .yml file in question, or you may have left out an essential line at the beginning of the .yml file. You can send me your configuration files via pastebin if you want me to analyse further, but drops should either be specified within "otherdrops-drops.yml" or within any named ".yml" file under the folder "includes". All the aforementioned folders and files are located in OtherDrops' plugin folder.
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Posted Feb 5, 2014@CommodoreAlpha
All I understood from that link was to only put one "-" so it's not a whole new entry thing. Far as spacing goes I've no idea how else to put it. I count 5 spaces after the beginning of the Object to where the dashes are.
Anyway my config is as follows..
As mentioned before the goal is to have Iron Golems drop nothing and those animals drop nothing only when burned. However I just restarted the server with this config to test it and it's simply not working. Any idea as to what I'm doing wrong?
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Posted Feb 5, 2014@Testercraft
Yeah, I think using [] within {} is the problem. Because that might've just confused OtherDrops when it read your configuration. Try removing it to see if it works. Thanks for pointing that out by the way, I wouldn't have noticed it! :)
If it still doesn't work, I'll try to investigate your issue IF I have the time. But that's a pretty big "IF".
@Smac3223
You're making two entries instead of one per section. Read this page for what an "entry" is. From the plugin's perspective, you're specifying triggers and effects separately, so the plugin isn't attributing them together as is intended. Making sure you do this should solve your issue, although with the results you described, I'm quite surprised you got that even with a nonworking config.
You might also want to space your entries better... I don't know if that will fix anything, but you should put at least two spaces in front of each "object", then space the rest under each object accordingly. (Follow the example within the config you posted.)
Also, you should either use the
<<code yaml>>textgoeshere<</code>>format, or pastebin to submit your configuration. Sending a .jpg works, but can prove to be inconvenient. And one more thing - extremely irrelevant - but you shouldn't explicitly ask for help at the end of a request because we can infer it's a request for help. While it doesn't bug me much (but I pay too much close attention to details), other people might have a problem with it. Especially with the way you've spelled it as "Halp" instead of "Help". Fixing a typo (which you probably did on purpose) really goes a long way in making an impression. ;)-
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Posted Feb 5, 2014Currently my "otherdrops-drops.yml" has this at the bottom
http://oi60.tinypic.com/2rddf20.jpg
My goal is to have Iron golems drop nothing. Cows, Chickens, pigs and mooshrooms drop nothing ONLY when killed via fire/lava damage. However Golems still drop ingots, and those animals still drop cooked meat.
Halp?
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Posted Feb 5, 2014@CommodoreAlpha
Yeah still not work.. I think problem is [ ] with in { } so confused.
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Posted Feb 5, 2014@Smac3223
Yes, check out the Tools page. Here's an example you can use:
If you kill a chicken by any sort of heat-related damage like fire, firetick, or lava, it will drop nothing. Otherwise, everything will drop normally. Now, if you have the "override loot" option set to true (it's defaulted to "false"), then you'll also have to specify the following to make sure that the chicken will drop normal drops on any other cause of death.
Hope that was helpful enough.
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Posted Feb 4, 2014Is it possible to make it so Chickens don't drop anything when killed by Lava/fire but do when killed by normal means?
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Posted Feb 4, 2014@Testercraft
You're using "@" but you need to use "@!" for names.
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Posted Feb 4, 2014doesnt work..
- drop: {403@&3Gift pack &f[&3Uncommond&f], 403@&3Gift pack &f[&3commond&f]}
how to fix?
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Posted Feb 4, 2014@Chester2000
It's half possible... You can make all zombies that spawn at night with all the attributes you just listed, but it would happen every night. An "event" isn't possible - you'd have to find another plugin for that. The reason is because OtherDrops does actions based on triggers/scripts and conditions - an event would be more like the plugin taking the preemptive to change outcomes/effects based on a certain timer. In other words, events require the plugin to respond on its own, whereas OtherDrops only responds to triggers. So having the ability to add events would be quite out of the scope of this plugin.
If you just want all zombies to spawn every night with more hp, stronger hits, and a chance to drop more zombies, you could do something along these lines:
If potioneffects.victim doesn't work, try potioneffects.attacker. If you only want some zombies to spawn with the attributes, just add "chance: <integer>". Also keep in mind, there's a "SPAWNEDBY: <reason>" parameter too if you want to use that.
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Posted Feb 3, 2014My bad, let's forget about sensor... I wanted to make some event that, when night falls there is some chance to start it. The message will notify about it, the zombies will be stronger by having more HP and stronger hits, and they will have chance when killed to drop other zombies.
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Posted Feb 3, 2014@Chester2000
Please use the
<<code yaml>>inserttexthere<</code>>format, because it really hurts my eyes when I have to parse through jumbled configurations like that.Now, you mention "It's there possible to do something like that?" What is "that" you are referring to? Pronouns need antecedents, and you haven't provided any, so I have no idea what you're talking about. I would try to decipher what you're trying to say to try my best to help you... but this is the most ambiguous message I've ever seen, so I can't do anything to help you. I can't even infer what you want. :|
Now, looking at your configuration. You have block "19" specified there. That's a sponge, not a daylight sensor. Next, you have "chance: 100" which is completely redundant; I'm not sure why that's there. And, you have "drops: ZOMBIE". It's "drop:" not "drops:" - read the documentation here as it's pretty darn helpful. ;) So, to summarise your first entry, every time a sponge block gets powered up, there's a 100% chance that a message will be sent to the server, and that a zombie will be spawned at the location of the block. Doesn't make a lot of sense, but hey, it's your judgment not mine.
For the second part, if you use any tool to break a sponge, there's a 30% chance that exactly ONE zombie will drop at its location. What's weird is that you specified "quantity: 1" which is already implied... so it's pointless. It's as if you suspected the plugin would drop some random integer-amount between negative infinity and infinity, so you wanted it to only drop one. :P
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Posted Feb 3, 2014It's there possible to do something like that? Cuz i tried so long and.. it didn't work at all... im total newbie.. I used daylight sensor to define when it's night.
19: - trigger: POWER_UP chance: 100 message.server: §e
=< §4 Blood Moon! §e=< §4 Monsters activity rised! drops: ZOMBIE: - tool: ALL drop: ZOMBIE quantity: 1 chance: 30-
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Posted Feb 3, 2014@arturek1666
Use the command parameter, or go find another plugin for that. There's no good reason that OtherDrops should innately offer support for that feature. (Or there is a good point, but I've yet to be persuaded.) To me, there is no difference between picking up items, and items going straight to the inventory. They both achieve the same effect, although forcing items to the inventory is far more problematic in many ways.
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Posted Feb 3, 2014Can you make soy items will go straight to player inventory please.