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 Mar 9, 2014@drexel_levante
Glad to hear your enthusiasm. :)
As for triggering an event, a player walking on a block is not currently possible, and will probably be infeasible to add. Although, no one will stop you from making a ticket. ;) The problem with tracking down PlayerMoveEvents in conjunction with the player's location being on top of a specific type of block is, as you can infer, lag. This requires a lot of calculation, and wouldn't be a very feasible implementation. I'm sure ZariusT would have no objection to adding this feature - because OtherDrops doesn't lag unless it "has" to - but with the amount of tickets currently open and the lack of "utility" that can be derived from such a feature, I doubt it would be considered or added anytime soon.
(There's currently a PLAYER_MOVE trigger, but that only applies to a player moving in general, not over a specific block.)
Area is a different story. You need to use WorldGuard regions to be able to implement the idea of triggering events upon player movement within an area. Here's an example of how it can be achieved:
Here, every time a player moves within any of those four (poorly-named) regions, they will be damaged for one point of damage.
The idea here, is that the plugin looks for the trigger - every time a player moves at all - within, and only within any of the four specified regions. If both conditions are true, it will apply all "effect-parameters" - in this case, "damage.attacker:".
In a nutshell: walking over blocks is not possible, walking within areas is possible; see example.
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Posted Mar 9, 2014sweet it works perfectly. Thanks for the tips on this as i was wondering how to make the tool damage itself as well! To be honest ive downloaded over a hundred plugins til now and this one has to be the most addicting! Also is it possible to trigger an event by a player walking on a specified block or area?
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Posted Mar 9, 2014@drexel_levante
When posting configurations, please specify it like so to make it easier to read:
<<code yaml>> insert lines of text here <</code>>When you say "i have an axe set up to act like a hammer", there's a slight problem, in that Minecraft doesn't have hammers, so I'm not sure what you mean. But for simplicity's sake, I think you were referring to making stone bricks cracked.
The configuration you specified there should work for instantly cracking stone bricks. I don't know if actually works, because I don't know what you want exactly. Although, I can provide a "cleaner" version of your drop (copy and paste it if you want):
Also, specifying "drop: NOTHING" in this context is completely redundant, as nothing drops from left clicking stone bricks to begin with. And on another note - if you "crack" stone-brick, the axe's durability will not go down. If you want it to go down by one, add an extra line containing "damagetool: 1" within the same entry.
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Posted Mar 9, 2014Ok so i have an axe set up to act like a hammer on bricks but for some reason its not working correctly. heres what i got so far.
STONEBRICK: - replacementblock: STONEBRICK_2 tool: GOLD_AXE&6Hammer Axe drop: NOTHING action: LEFT_CLICK
this should be working shouldnt it? as for the axe drop itself it matches the name perfectly and the drop works properly.
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Posted Mar 9, 2014@drewch123
Did you try using colour codes within the lore you specified? (And is your configuration format correct? If you're not sure, please post your configurations.) If you have, and it still shows up as &5&o, chances are, colour codes don't currently work in specifying lore. If this is the case, it's going to have to be a "bugfix" (or feature?) that you'll have to wait on ZariusT to add.
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Posted Mar 8, 2014Can you guys Make it so that the Color Lore on dropped items doesnt have to be &o&5 color be cause I would like to change the lore on a few of my drops and I cannot get it out of that ugly color
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Posted Mar 7, 2014@ALPHA_DEALER
I guess that should work, but I don't actually know. You should try it out yourself. :P
The only reason why I think it might not work is because the ampersands you put into the command are read as ampersands and not colour codes. But again, I don't know.
@JaffaMiner
The colour of stained clay is determined by damage value.
@drexel_levante
Thanks for helping out; these two pages, here and here have good examples of using lore/itemnames in conjunction with enchantments and such.
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Posted Mar 7, 2014@ ALPHA_DEALER Under the parameters section under further documentation you scroll down to find the "results" section it states lorename: The name of the dropped item can also be changed by specifying it with an @!~ after the drop name (ex. drop: RAW_FISH@!Raw Tuna). If using data values or enchantments the lorename comes last. This is the example i am refering to.
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Posted Mar 6, 2014What would I enter light grey clay as in the config? I tried LIGHT_GRAY_STAINED_CLAY: but that didn't work.
EDIT: Figured it out, sort of.
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Posted Mar 6, 2014PLAYER:
- trigger: HIT
tool: 276&0&rBrutal Sword
damage.victim: 3
and then use the following command to give that sword to my self
/od drop 276&0&rBrutal Sword p:ALPHA_DEALER
would this work correctly?
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Posted Mar 6, 2014@ALPHA_DEALER
Well, you're not really changing the damage value itself. You can change damage output via OtherDrops, but not the damage value. You essentially have to specify something like the following:
This snippet of configuration means that upon hitting "ZOMBIE" with "DIAMOND_SWORD", the plugin will deal three points of damage to the victim, in this case, the object receiving the action which happens to be the "ZOMBIE". Now, why is the distinction between output and value important? Because they're not the same thing. When other plugins, mods, or mechanics have to alter damage, the damage added by this plugin will most likely not be altered because the damage-type/reason is different from that of getting hit by a DIAMOND_SWORD. So yes, you can use this to simulate changing the damage value, but you are only in effect, changing the output by compounding the original damage with the plugin's damage. One example where this won't work as well, is when you have to take armour into consideration - none of the "extra" damage will be factored in when reducing damage.
You can use numerical IDs (AKA Magic Values) even if you're using a version of Bukkit where that feature has been deprecated. Just be sure to set up an alias (as a number) for every item name within the material enum.
For the record, it's "- tool: DIAMOND_SWORD&0&rDiamond Sword". You can technically create "donor swords" that do different damage; just specify the tool as that specific diamond sword with that specific name. Just bear in mind, all diamond swords with the same name will have whatever ability you specify for it. So make sure it's a name that players cannot replicate via anvil.
@drexel_levante
What example are you referring to? Please provide a link to the example so I can correct it. It should be like this: "drop: STRINGFishing Line" if you're not specifying any enchantments.
Also, it's "drop:" not "drops:".
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Posted Mar 6, 2014Hi there i have been trying to get itemns with lorenames to drop with the specified setup as drops: STRING@!Fishing Line but it yeilds no drop at all. Am i doing something wrong ? I beleive i copied it from the example correctly.
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Posted Mar 6, 2014One more thing, I have seen examples where you can specify a specific item to drop that is not related to the original such as...
- tool: DIAMONDSWORD&0&rDiamond Sword
Is it possible to spawn items like this in to do something like give donors a special diamond sword that does 15 damage?
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Posted Mar 6, 2014Hey sorry if I am overlooking something but I was wondering if this can change the damage values of weapons when attacking players. I have only noticed examples of using it on mobs. Also is it possible to reference items using the item id instead of the name. Ex: Instead of DIAMOND_SWORD use 276. I would love to use this on a few of my Tekkit servers if that would work. Thanks in advance for any help!
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Posted Mar 4, 2014@elbowcod
Where has your internet etiquette gone?
That aside, I would recommend getting the gist of how this plugin works and becoming familiar with its format. I would start here and here. Short answer is, yes, OtherDrops can do what you wanted, namely ores into ingots, and increased drops from fortune enchanted pickaxes.
Normally, I'd provide a complete list of examples to help out, but I think I'll let you figure this one out based on only one example:
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Posted Mar 4, 2014SOMEBODY PLEASE HELP ME IM MAKING A PRISON SERVER AND WANT THE MINE DROPS TO BE ORE INTO INGOT. EXAMPLE IRONORE --> INGOT WHEN MINED WHITH ANYTHING PLEASE HELP!!! ALSO I WANT IF IT IS A FORTUNE PICK THE MORE DROPS IT GETS!!! I GOT THIS IDEA FROM OBSIDIAN PRISON AND THOUGHT THEY USED THIS PLUGIN. IF THIS PLUGIN IS NOT CAPABLE OF DOING WHAT I WOULD LIKE PLEASE SOMEONE TELL ME ANOTHER PLUGIN SIMILAR TO WHAT I NEEED!!! THANK YOU AND PLEASE REPLY!!!
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Posted Mar 2, 2014@insome617
They should. Use the "FISH_CAUGHT:" condition when specifying a drop.
If it doesn't work for you, make sure there is no other plugin canceling any fishing-related events that should be fired, and also make sure you have a build of OtherDrops that supports this condition-parameter.
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Posted Mar 1, 2014So, does the fishing drops work?
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Posted Mar 1, 2014@LHammonds
Try 12@0 for sand and 12@1 for red sand
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Posted Mar 1, 2014If I use this section below, breaking red sand will always yield normal sand. How can it be modified to know the difference between normal and red sand and drop the appropriate one?
SAND: - tool: ALL drop: SAND chance: 100 - tool: ALL drop: WATCH chance: 0.01 message: Looks like someone dropped their watch in the sand. - dropgroup: mapcompass chance: 0.02 drops: - tool: ALL drop: COMPASS message: Looks like someone dropped their compass in the sand. - tool: ALL drop: EMPTY_MAP message: Looks like someone dropped their map in the sand. - tool: ALL drop: STICK chance: 0.4 message: You found some driftwood in the sand.Thanks,
LHammonds