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 Apr 5, 2013Hi! I'm new to OtherDrops, and can't seem to get it working. I've tried everything it says to do in the tutorials, but nothing works. I think I may be putting the drops in the wrong place, can someone link me to a video or send me a screenshot of where to put the new drops in the otherdrops-drops.yml?
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Posted Apr 5, 2013@xBladeM6x
If I'm understanding what you want correctly then yes:
The double xp drops would have to be set per mob though.
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Posted Apr 5, 2013Thanks :D
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Posted Apr 4, 2013Just letting you guys know that I'll be afk for the next three days - going camping :D Have fun with OtherDrops and hopefully there's not too many bug reports when I get back ;)
As a bit of a bonus I've posted the latest dev build as a Beta so that those using beta's have some new stuff to play with :)
(note: I thought money drops were broken, but turned out I just didn't have Vault installed :D)
@bigboy2013
Thanks for that - will look into the issue when I get back.
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Posted Apr 4, 2013and
I tried both of these, with no success. (I also tried replacing with glass bottle, 374, and it replaced it correctly, but the glass bottle still had the same name the potion had).
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Posted Apr 4, 2013@bigboy2013
Can you share with me the config's you are trying so that I can test exactly what you're using?
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Posted Apr 3, 2013I seem to have problems with lore names... I'm trying to use potions, and everything works fine without a name. As soon as the potion has a name, if I try to replace the tool with something, the new item always has the same name. And when I try replacetool: AIR or 0, nothing at all happens. I try consumetool: 1, but that also doesn't appear to consume the potion if it is named. I tried making it consume the tool and drop a glass bottle, but nothing happens. Is there any way around these problems?
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Posted Apr 3, 2013@Varijon
That's a cool config with the blueprints.
Yeah, custom mob names for checking wasn't in yet. Didn't have time to polish it but I just added this to the latest dev build, eg.
Will only drop from a pig called "Fred".
Currently cannot combine this with data values (eg. pig@babyFred will fail) - this will be fixed later.
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Posted Apr 3, 2013@Abnormal_Zombie
No, I tried, using the custom mob name for checking which mob it is, doesn't work yet, not in my tests anyway.
I think the same goes for using the lorelines to identify items.
But we only just got the ability to, so that might be expecting a bit too much too soon.
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Posted Apr 3, 2013@ZariusT
Hi
And yeah it's in the config, I changed the damage for posting here (iunno why) and ate the colon.
And adding to existing damage would be beyond what I'd hope for (would that mean enchants work?), that would be so cool. (though how to make something do less damage, support negative damage?)
I'm loving writing configs for this plugin, there's so much you can do ^^
I'm basically using it to create custom items which get checked based on lore name.
Then having 'custom' enemies spawn with different health so I can add the rare new items to them. Dropping wands from magicalspells, stuff from enchantmore too.
This is my personal favourite, because people just love finding entire buildings lol:
ANY_BLOCK:
- tool: BOOK
action: RIGHT_CLICK
consumetool: 1
world: variation
height: ">60"
lorename: '&rBlueprint II Treehouse'
command: ["/*/schematic load treehouse", "/*/paste"]
- tool: BOOK
action: RIGHT_CLICK
world: variation
height: "<60"
lorename: '&rBlueprint II Treehouse'
message: "Too low! Use above Y60"
Sorry for the long comments, but am really excited about being able to name my 'custom' mobs now xd
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Posted Apr 3, 2013Does anyone know of a plugin that allows you to change block/item textures based on data value/lorename? The reason I ask that here, is because I think that the two plugins alongside each other would make a super-plugin that would destro- be awesome.
I've been using od to introduce custom items, that do completely new things, and have no relation to their base item, but they still look like them; I'd like to make saplings look like seeds until you plant them; etc. and we could do it all then
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Posted Apr 3, 2013@im87pen
You can specify specific mobs by their spawn reason (spawnedby: <spawn reason>) or by their max health. I'll give you an example of what I mean by max health:
EDIT: I don't know if this can be done, but mob names might be able to be used as well.
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Posted Apr 2, 2013@ZariusT
Having events triggered by burnt blocks could still have some uses - it doesn't have to drop an item, it could make a replacement block, or some other effect.
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Posted Apr 2, 2013Will you be able to make A certain one monster not the whole type of mosters drop this item? if thats psossible?
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Posted Apr 2, 2013@Varijon
I assume it should be "damage.victim: 20" because I don't think it would even load the config without the colon there.
You've found :) Thanks and I think I know how to fix it - rather than add damage during an entity damage by entity even I'll just add it into the existing damage, should avoid triggering a further damage event (which then gets into an infinite loop causing that huge error you see).
Will try and fix this soon.
@realbarghest @Abnormal_Zombie
Unfortunately triggering on burnt logs aren't supported yet - I'll think about that one, it does sound cool to drop charcoal occasionally but as Abnormal Zombie pointed out it may often burn up the item too so perhaps not worth it.
@gepardo43
No significant changes from what you have there. Potioneffect without the [ ] brackets would never work - although it may appear to do so. It most likely was only applying the first effect rather than both (and likely at the default strength rather than 1). Either way does the config I posted work for you?
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Posted Apr 2, 2013Hiya
I need some help with this, because I'm at a total loss..
Using 2.8b.459
I'm for example trying to make a special named diamond sword that does a custom amount of damage.
ANY_CREATURE:
- tool: DIAMOND_SWORD
lorename: '&rBlue Shade&d'
action: LEFT_CLICK
damage.victim 20
This.. will cause massive 2050 line error to come up in the console, but it -does- work..
http://pastebin.com/edwDEBWY
I think I'm doing something that's not allowed lol.
It could also be a bug.. or maybe a future feature?
So I was playing around, trying things.. I got to this:
ANY_CREATURE:
- tool: DIAMOND_SWORD
lorename: '&rBlue Shade&d'
action: LEFT_CLICK
delay: 1
damage.victim 20
It works!.. buuut, when the mob gets damaged by the delayed hit, it assumes you attacked it again? Regardless.. it will keep dealing 20 damage untill the mob dies.
I tried the HIT action for both examples, but same results, using player as tool too.
I'm not sure if it's even possible.. but getting so close.
If anyone could help it would be greatly appreciated.
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Posted Apr 2, 2013Nvm, figured it out
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Posted Apr 2, 2013@realbarghest
I don't know if this will work on blocks, but try:
If it works, it should allow logs to drop charcoal half of the time when burnt (but remember, the fire itself can destroy the drops).
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Posted Apr 2, 2013Hi, first of all thanks for making a great plugin. :) Is there a setting where I can check if a block (not a creature) is destroyed by fire. I always wanted to drop a little charcoal now and then if a tree is burned down. As I understand it right now you can only check for water destruction. Many thanks
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Posted Apr 2, 2013@ZariusT
Hmm this overpowered zombie setup is not only working on newest version of otherdrops, every older from bukkitdev is ok. Are some syntaxes has changed?