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 Dec 30, 2013@CommodoreAlpha
Problem with "consumetool: 2" is the item I want to be used can be stacked and I don't exactly want more than 1 of them disappearing them they are only using one. So unless "consumetool:1" would only get rid of the 1 they really are using... :\
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Posted Dec 30, 2013@Faldonboy
Just as a heads up, if you see a page or a huge chunk of a page spontaneously missing, it means I most likely moved it to the wiki.
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Posted Dec 30, 2013@CommodoreAlpha
I have lists of all of the changes made in the dev builds from when the dev server was still online memorized. :P
There are conditions for everything, even things like mcMMO levels. Although I can't seem to find the correct usage of that one now. o.O
EDIT: Heh, guess I deleted my example for using mcMMO levels as a condition, It stopped working after 1.6.4 anyways so oh well.
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Posted Dec 30, 2013@Faldonboy
Where do you even find this stuff anyway? I can't find them anywhere. Makes me feel like I'm not doing my job well enough. :P
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Posted Dec 30, 2013@CommodoreAlpha
Wait until I hunt down all of the conditions haha, I'm sure there will be quite a few you've never even heard of.
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Posted Dec 30, 2013@Faldonboy
Man, I haven't touched my drops file (with 5000+ lines) in such a long time. Gonna have to update a lot of the triggers and variables and add all those ideas I've had circulating in my head since forever.
Anyway, I've a feeling we should remove the "2.0 features" and "2.8 features" pages once we're done moving all the information. Since they would just be taking up space afterwards.
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Posted Dec 30, 2013Updated the Parameters page with all of the missing Triggers and Variables(there were a lot).
There are still a LOT of conditions that need to be added but they're going to be a pain to hunt all of them down since a few are widely unused and undocumented.
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Posted Dec 30, 2013@sakura_blades
@CommodoreAlpha
They don't need to add up to 100% however, there does need to be something in that drop group that happens 100% of the time, so perhaps try changing your drop chances around to have "Thin Pigs" be the default pig that spawns or create a new pig that ALWAYS spawns when one of these other ones doesn't
The second thing that could be happening is that another plugin could be interfering with OtherDrops in the spawning process. try adding CUSTOM to your spawnedby reasons, also find one of the nameless mobs, look at it and do /od id mob and check the spawnedby reason. If it says "Not Set" then I have yet to find a solution/reason for these to be spawning because it occasionally happens to me too.
EDIT: Also, I suggest removing the !! from your mob names, it's pointless and just makes OtherDrops have to do a slight bit of extra work to parse the drop, the "!!" is mostly used for adding extra data to a drop(Mostly in the case of baby mobs, villagers, etc when there can be more then one type of data, so in the case of handling baby mobs or villager professions you will still need it)
Use this instead.
Pig@10h~&fHealthy_Pig-
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Posted Dec 30, 2013@sakura_blades
That drop group doesn't add up to 100%. 20% + 40% + 35% + 10% = 105%. You may need to set this to 100%. If this doesn't help, I'll have to think of other solutions...
For your second problem, use "consumetool: integer" which would be a far better alternative to "replacetool: AIR" for... many reasons. For example, "consumetool: 2" means that every time the trigger happens, you lose two of that item.
For the arrow problem, have you considered CraftArrows? It's like a continuation of Mo' Arrows, but it has more arrow types, better configurability per arrow, and the arrow type is based on the lore in the arrow, not the name or damage value.
@Faldonboy
I updated the damageattacker thing on the parameters page, but some ambiguities remain. Please check it out to verify it's not wrong.
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Posted Dec 30, 2013So I've set up completely custom spawns for the farm animals on my server, and they're working wonderfully except for one small 'bug'..
I still wind up with the occasional default minecraft Pig. I'd like to eliminate it from spawning altogether in favor of my customs, but it appears no matter how I adjust these chances it doesn't appear to happen. I started out with just a chance under each spawn's drop, then I figured maybe adding a chance to the whole group itself would force the dropgroup to happen regardless then it would go into the drop chances of each spawned custom..
I have another dropgroup that handles the breeding due to different chance rates involved, and they are also suffering from the same issue. I think however, if it can be resolved in what I have provided here, I can resolve it for myself in the other part.
-I am also having trouble with the "replacetool: AIR" not functioning as I'd like it to. I have picked up Recipe Manager to allow custom drops I have set in OtherDrops to create new items to be used on these pretties but I have no luck in getting anything I try to use on them to disappear from the player's hand. I've tried a potion, and apple, and with it either set to use or hit it will cause the change/event/drop that I want, but it will not remove the item used to make that drop happen.
I had something like this...
I have tried both "trigger: HIT" and "trigger: RIGHT_CLICK" depending on the item I was trying to use, and most of which did still create the drop for me, the replacement never once happened.
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Posted Dec 30, 2013@sakura_blades
Custom bows should work, for the tool just use something like this
An external plugin that I use can create custom arrows that work the way you want but it can't do potion effects, it can allow you to make arrows that have critical chances, critical damage, stun chances, extra damage, etc. It works very well with OtherDrops too since its all done by the lore on items. The plugin is ItemAttributes if you do use it I strongly recommend only using the release versions AND turning off all of the custom health settings(they're very buggy)
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Posted Dec 30, 2013@Faldonboy
So I won't be able to create custom arrow types? D:
Is there any way to track what the arrow was fired from? Cause I think we could settle for custom bows instead...
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Posted Dec 30, 2013@sakura_blades
Unfortunately that poison arrow you're attempting won't work, its a problem with bukkit that's existed forever. Projectiles lose all of their extra data once they're fired so that "Poison Arrow" is seen as "Arrow" once its been fired from a bow.
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Posted Dec 30, 2013@CommodoreAlpha
I attempted that example for snowballs exactly in-game and it didn't work. :\ I am using the currently latest available version too.
And this is exactly what I've been trying to use...
And all the chicken is dropping is it's usual chicken meat and feather
However using..
works... :P
<<code yaml>>PLAYER:- trigger: HIT
tool: PROJECTILE_ARROW
lorename: "&ePoison_Arrow"
potioneffect.victim: POISON@600@1 <</code yaml>> Isn't getting the "Poison_Arrow" to do anything at all.. When I had (tool: PROJECTILE_ARROW&ePoison_Arrow) every arrow was doing what the Poison should be... I can't figure out just how to get it working properly. :\ Raiding the pages doesn't seem to give me much help, as what I have above is what it tells me to do.
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Posted Dec 30, 2013@CommodoreAlpha
The @ symbol doesn't actually need to be used for naming things, I was unaware that you could even use it for naming haha. This would also work just fine and is slightly shorter.
damageattacker was deprecated in favor of damage.attacker, damage.victim, damage.radius, etc iirc so its better to use the new ones instead.
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Posted Dec 30, 2013@sakura_blades
For renaming items, you use a slightly different syntax from renaming mobs. You use the standard symbol to specify extra data, "@" then the symbols to specify item-name, "!".
So for instance,
You can actually change snowball damage with this plugin. Looking at more recent documentation, there is a difference between "HIT" and "LEFT_CLICK".
Here's an example pertaining to what you want:
This means that upon "HIT"-ing any creature with a snowball, the victim receives one point of damage. You can specify mor parameters if you want.
Examples of both of these are found on this page, which outlines the latest features added to OtherDrops. It's actually immensely helpful - expect me to move contenet their to their appropriate pages in a few days. I have college essays to right before the Jan 1st deadline, and my head is reaching critical mass. I'll be more friendly after a few days and some sleep, so sorry for any rudeness and bad spelling i may have.
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Posted Dec 29, 2013I have just spent the past half hour trying to figure out how to get a custom named item to drop off a mob, and I cannot find anything at all to get this to happen.
I have tried using the same syntax that naming a mob uses, no luck there..
I saw something about lorenames, but that's what is required to be used to get the drop to happen...
Is this even possible?
EX: Diamond Sword named: "Excalibur" dropped off Giant?
EDIT:
Also, is my understanding correct that we cannot make snowballs hurt anything when they are thrown at a player/mob without another plugin's assistance?
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Posted Dec 29, 2013@DivinityCraft
I hope you know what you're doing, by spawning blazes in the overworld. (Keep in mind that fireballs can travel a long distance.) :)
A few important notes...
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Posted Dec 29, 2013@CommodoreAlpha
Thanks a lot, my players will love this. I would also like blazes to replace creeper spawns in desert biome. Is that possible yet? I think I saw something about it in the development patch note so I guess not but no harm in asking.
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Posted Dec 29, 2013@DivinityCraft
Anything you want and more. :)
If you want ALL spiders - even ones spawned by mob spawners and plugins - to become cave spiders instead, feel free to remove the line including "spawnedby:".