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 15, 2014Is it possible to make NPCs drop rewards? The NPC plugin that I am using is Citizens 2. Is there is a way to make them drop XP ? Many thanks, SuperiorCommander
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Posted Mar 15, 2014I was wondering if theres a way to have a named creature with parameters. For example,
I want to have a small chance of skeletons dropping this mob so he can then die and drop the named silverfish which i will also give stats too if possible. Also im looking for a way to set a piece of paper up as a repair scroll so it repairs an item in your hotbar without using the command to repair as i would have to give everyone repair perms and that just makes the scroll worthless anyways.
@ cyberpwn Have you tried using spigot instead of bukkit?
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Posted Mar 15, 2014Other Drops 1.7 & Bukkit 1.7
Could not Pass Block Event
There is an issue when i dig any block that drops something. For example if i use the example in the config, which drops glass. Upon digging the glass, it reappears instantly, but drops the glass making it impossible to break.
I have played around with the config, and i have used this plugin before, i know 100% for a fact my yml syntax is correct, because it is dropping what i set it to, its just not passing the event correctly. Here is the stack trace when digging glass (drops glass as in the example config.) Pastebin Error Message
Places I Asked for Help
I have went to the irc chat, and found the channel owner / maintainer i think his name started with Super(something), he asked for the stack trace, version, cb version, and isolation.
Even though i already troubleshooted it myself, i went along. He could not figure out why that was happening besides the fact that it cannot pass the block event, creating a major dupe.
Additional Information
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Posted Mar 14, 2014The "PROJECTILE_SNOW_BALL" trigger will not work with anything i have tried so far, including the example given in the "basic examples" section about making a freezing snowball to slow creatures down. As for your input about the other stuff, every question i have had so far has been answered perfectly to my understanding of this plugin. Anything else i find i will let you know. Also concerning projectiles, there is no way to say have a named arrow/bow
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Posted Mar 14, 2014Even though I should've responded to these posts much earlier, I've been having a hard time with real life lately, so I'm not going to be able to support questions/requests on a timely manner for awhile. Maybe this will last 'till May. Basically, I'm not feeling very well due to chronic stress. So here goes (and sorry if I'm not that helpful).
@LanToaster
The original alias page on the dev.bukkit site was removed by me, since I moved it to the wiki page. I have zero experience with .yaml aliases (though I could probably learn it relatively quickly if I decided to, though I'm quite busy at the moment), so I can't quite help you with problems involving .yaml aliases.
I don't use the "UNIQUE" flag myself, because I a) don't know how it works exactly and b) think it's a rather sloppy solution to make events disjoint or independent or something. Don't remember which of the two it was.
The fact that the entry you specified stops working after awhile is indeed strange. I would think that's a bug in the plugin, perhaps; try making a detailed ticket about it to see what help you can get there. It could have something to do with having the "UNIQUE" flag in other entries pertaining to the same region, but I don't know. I would be able to offer more information about that if you provided a pastebin of the drops file in question.
There are no priorities (other than "flag: UNIQUE") for entries, although I could imagine it could have some interesting uses. I can't think of any uses for such a system, but I would recommend making a separate ticket for this, and also giving reasons as to why it should be added (examples, an argument, etc.). Because as of now, OtherDrops supports Drop Groups, which could technically do the same thing in concept (I would think) and probably more. It's basically like specifying drops within drops - although it can go beyond that.
@drexel_levante
Making an item shoot a ghast fireball is not currently possible, and will probably not be added in the future - you should look for a another plugin to achieve this effect. The reason is because fireballs have trajectory, velocity, and probably other data attached to it. Not that it would be difficult to add the ability to shoot fireballs to OtherDrops, but I don't see the point.
As for having a couple of uses before disappearing, try manipulating damage values (this is trickier to do with items that actually have a legitimate use for damage values like wool; those tend to be cyclical in nature). For example, say I have a COBBLESTONE block, and I want it to have a durability of "5". I could specify COBBLESTONE@5, COBBLESTONE@4, COBBLESTONE@3, all the way to COBBLESTONE@1. For each COBBLESTONE, make it so that they all have the same effect, but make sure that each one has a unique "replacetool" parameter that changes the COBBLESTONE to a lower (or higher, if you want to stick to vanilla mechanics) damage value. Tedious, I know, but the alternative method would be feasible for another plugin entirely, as there would be no point in making OtherDrops give all items custom durability. You may as well get a mod for that.
As for slime size, the extra data (in the form of an integer) determines the size of a slime or magma cube, depending on which one you specified. So for instance, "SLIME@1" would be the smallest slime. "SLIME@256" would be the largest size you can specify, due to vanilla restrictions, and would be humungous. I would highly not recommend (unless you have a "/butcher" command) going past "32".
If my explanations are downright confusing, please ask me to clarify, and I'll be able to get back to you sometime after this weekend.
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Posted Mar 13, 2014@LanToaster
I do something similar. All naturally spawning zombies are named "HamCraftZombie" and if they die from a player killing them, there is a 10% chance a skeleton will rise in its place. I do this to ensure this cannot happen from zombies generated from a spawner.
ZOMBIE@~HamCraftZombie: - tool: ALL drop: SKELETON quantity: 1 chance: 10-
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Posted Mar 12, 2014OtherDrops accepts Datavalues with an @
It would be SAND@1
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Posted Mar 12, 2014Where effects are concerned, is it possible to make an item shoot a ghast fireball? i see the ffect for it but not the actual ability. What im going for is a flower that when swung will shoot a ball of fire and then consumetool. Also instead of consuming is there a way to make the item have a couple uses before disapearing? Other then durability on tools other items dont have it so they wont break. Also was wondering about setting the size of a slime. It says i can configure that in the documents but i dont see anything about it.
@LHammonds - Im not too positive on this but i beleive you set the item up as SAND@1 for red sand specific. Try it may work but dont wuote me on this, as i think i saw this question earlier.
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Posted Mar 12, 2014EDIT: Solution was SAND@0: - Thanks!
If 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.And no, you cannot do 12:0: or SAND:0: because it shows as an error in the config.
Thanks,
LHammonds
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Posted Mar 12, 2014I hava a little understanding Problem, with Dropping Mobs.
I use a CommandBlock to Spawn a Zombie (named Arena1) with 1 Health and a WitherDebuff, wich dies Instantly.
I Use this Zombie to Drop one of a Set of Mobs like this:
At first it worked nicely. But after several hundret Spawns it just stops working.
It doesnt start again after a Reboot.
I think it is because I also have Unique Drops for "ANY_CREATURE" in that Region. Can i use a Priority? So that Thise gets executed first?
(They appear at the Top of the File)
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Posted Mar 12, 2014@drexel_levante
Not with OtherDrops to my knowledge since it isn't actually a "drop" it's an event. Any dragon management plugin can accomplish that though, as can most protection plugins such as WorldGuard.
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Posted Mar 11, 2014Is there a way to prevent the dragon from dropping a portal?
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Posted Mar 11, 2014Well, THAT is what i was Looking for. I just found the Alias Site wich is Buried somewhere on the BukkitDev page.
This: http://dev.bukkit.org/bukkit-plugins/otherdrops/pages/aliases/
(Wich is Forbidden, Not aviable or what ever)
I never Knew there was a Wiki page. Iam SOOOO Happy right now.
And yea, I want to do this: ""odd blah x y z parameter" you can replace that string with "#id001"
I just needed the Syntax for the Alias Part in the Configs. Now its just Trial and Error. Thanks a lot
Edit:
Doesnt seem to work with Commands, or iam just to Stupid. Time for a WorkAround.
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Posted Mar 11, 2014@LanToaster
Do you want an alias for the command itself (e.g. change "/teleport player" to "/tp player"), or an alias for the command when you specify it within the configuration (e.g. instead of typing "odd blah x y z parameter" you can replace that string with "#id001")?
In-game aliases for the command itself should be done via another plugin. I recommend BetterAlias. SimpleAlias is also a good alias plugin.
If you're talking about yaml aliases, please refer to the wiki. I'll link you directly to the page. I'm inexperienced with yaml aliases myself, but I know you can use them in any context, not just for this plugin.
And when you say "The site is not readable", do you mean there's a lot of clutter, and/or the documentation is not good enough? If so, then I'm sorry about that, as I ought to be cleaning it up, but my personal life has been quite busy lately with school. And I can't make any promises to clear up documentation soon, although I'll do what I can for now.
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Posted Mar 11, 2014Can I specify an Alias for some drops, so I can shorten a Long DropComand?
Like instead using:
"odd X Y Z SKELETON@eq:head:DIAMOND_HELMET@\!THORNS<50!!eq:hands:DIAMOND_SWORD@\!DAMAGE_ALL#3<50"
Just use:
"odd X Y Z ArenaSkeleton"
I know there is the Option for Aliases, but the Site is not Readable.
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Posted Mar 10, 2014@McPixel
Are you saying you want to specify a mob's name as an additional condition? If so, please read on; if not, please clarify. And sorry if I misunderstood you.
To do so, just specify the name of a mob in addition to the mob itself when specifying the object. A bit like so:
In this example, a charged creeper named "Excalibur" will drop a diamond sword named "Excalibur".
@Faldonboy
Thanks for correcting my odious error. I've updated the documentation on the "PLAYER_MOVE" trigger.
@drexel_levante
To have two potion effects apply upon consuming a custom-named potion bottle, simply specify the object as the "POTION" item with the appropriate name/data-value, specify the "CONSUME_ITEM" trigger, and specify the "potioneffects:" parameter twice under the same entry. Most of the parameters you can use should be on this page. The way the configurations work should be quite intuitive if you've read my Getting Started page. And if it's not intuitive, you should tell me so I can make the "introduction article" more helpful.
What do you mean by "item names for consumable potions"? Do note that the vanilla potions are determined by their data value - for instance, "POTION@10" is different from "POTION@16636". The MinecraftWiki should have a complete reference on their "potions" page.
FYI, renaming a speed potion won't cancel the original speed effect, if you were planning to replace its effects entirely via OtherDrops. You can, however, add more effects to it.
Allow flight for a period of time without the help of another plugin? Nope, not possible, and I don't see why it should be added. This plugin is great for flexibility (especially in use with other plugins), and thus should not offer a million unneeded features like Essentials does. Use this plugin in conjunction with another that offers the ability.
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Posted Mar 10, 2014So many cool things to do with this plugin its almost endless! I still cant figure out how to add 2 potion effects to the same item though. I must be missing something in the code again. Also i cant seem to find item names for consumable potions. For now i have to use a mushroom stew until i can say make a named speed potion do something else. And another thing on my mind is it possible to use this plugin without the help of another to make an item allow flight for a period of time? So many questions i know but i have hit dead ends on each so far. : / thanks again for your continued support, it has helped me learn so much more with this plugin then i had imagined in the beginning. Im already removing other plugins because this one can simulate them to an extent!!!
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Posted Mar 10, 2014@CommodoreAlpha
Mmm, this is slightly inaccurate. Version 2.8b.566 changed the PLAYER_MOVE trigger slightly so it has to have a target block.
So it is possible to make something like "Walking on grass blocks in a swamp has a 5% chance of causing poison" however, targeting an individual block location is still impossible without using worldguard.
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Posted Mar 10, 2014Thanks for the heads up. Also im currently having trouble adding 2 potion effects to one drop. I want to consume a named potion bottle and have it give me jump and speed at the same time.
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Posted Mar 9, 2014Helo need help guys how to make mob drop based on their name ?
ex: Thunder Creeper drop Excalibur