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).

-
View User Profile
-
Send Message
Posted Dec 25, 2013@CommodoreAlpha
Actually yes! Infernal mobs puts a custom name-tag above it's mobs "Infernal Spider" and etc; so I think that should do just fine.
As far as this §r, would that go into the configuration file for the "name check" of this mob?
I will have to take a closer look at the documentation when I am not worn out from the day, and I apologize if it sounded like I was lazy. xD I strictly enforce anti-laziness on my server and would hate to seem if I was coming off that way myself. :P
Thank you so much for your quick reply and I cannot wait to get started putting this in!
One more quick question, as I am afraid at the moment I am un-functional and semi-lazy.. is ashamed Say I set up multiple drop files that all handle different portions of a mobs drops and payouts. Will they work together?
Example:
A Money Specific Drop File for every mob
An Item Specific Drop File for every mob
An Even Specfic File for every mob (based solely on spawnings or special effects)
And they all communicate and work together to produce an output on any one interaction?
-
View User Profile
-
Send Message
Posted Dec 25, 2013@sakura_blades
For your first question, probably not as it currently is. If Infernal Mobs has an API for other plugins to hook into, you can make a ticket requesting "compatibility" between OtherDrops and that plugin. If that plugin doesn't have an API, bug the developer to make one. :)
I do believe, however, that you can give an "infernal mob" different drops/effects based on its name alone. For example, say there is an infernal mob which happens to be a spider named "Venom" in plain, white text. You could most likely set it via OtherDrops so that any spider named "Venom" will drop different drops. Bear in mind, however, that players can use name tags to exploit this, so be sure to use color codes like "§r".
For your second question, within the "OtherDrops" folder, you should see a "otherdrops-config.yml" file. In there, you should see a boolean option that looks like this:
If that's set to true, all your configurations will override anything vanilla. If it's set to false, I believe your configurations just stack with vanilla drops.
And yeah, I've been meaning to get some docs cleaned up, but I've PMed Zarius to ask if I could remove a few pages. I technically can, but I think he should at least know before I do so.
If you've the time, and want a good read, try reading my beginner's tutorial here. It comes with explanations and all, but if you can't be bothered or you're even more confused by that guide, then you can wait for my upcoming condensed version. If you do get confused by my tutorial, however, preferably leave a comment explaining why so I can improve my writing.
-
View User Profile
-
Send Message
Posted Dec 24, 2013Is this compatible with Infernal Mob's custom mobs?
We'd like to be able to base different payment on these mobs if we could, and I am not sure how or if this plugin is able to read if a mob is "Infernal" from the other plugin.
Does this change/effect the normal drops of Minecraft?
If I set a mob to drop something on a percentage or something, does it remove default drops off that mob and only use the settings I have placed? I am afraid there is a lot of documentation to go over and I can't quite piece it all together how this works. :\
-
View User Profile
-
Send Message
Posted Dec 21, 2013@DoubleZ
@Faldonboy
Yep it works like a charm on 1.7.2, even on the newest Craftbukkit devs.
All I want for christmas is finally a enchantment level checker on tools! Or the devbuild site to be online again :D
Best regards, I admire this plugin!
-
View User Profile
-
Send Message
Posted Dec 20, 2013@DoubleZ
OD should already work with it, if it doesn't post a bug report about it. Zarius has been offline for a few days but I know he was working on stuff for 1.7 so it probably won't be long. Just remember its almost Christmas and a lot of people are very busy and don't have time for Minecraft right now.
-
View User Profile
-
Send Message
Posted Dec 20, 2013bukkit 1.7.2-R0.1 beta is out! Will Otherdrops update in a few days?
-
View User Profile
-
Send Message
Posted Dec 18, 2013@Vellfire
I would say that OtherDrops could be an alternative, but not nearly a good enough alternative. CustomSpawners lets you do so much more with mob spawners, short and simple. Even this quote (taken from the first two paragraph of the front page) would hint at its potential:
If you just want to cancel drops from mob-spawner mobs, then you could use this plugin, but if you want maximum control over mob spawners, then use that plugin.
And I would update the docs sooner, but I'm waiting for winter break to come so that my time is freed up. As of now, I'm busier than busy. I guess that would mean very busy.
-
View User Profile
-
Send Message
Posted Dec 18, 2013i think this is a good alternative for CustomSpawner?
but, need to update the documentation..
anyway, are the dev build site is down now?
-
View User Profile
-
Send Message
Posted Dec 17, 2013@Kofeygames
We have one it was just never updated or used. It hasn't been used since early days of OtherDrops. Here it is though.
-
View User Profile
-
Send Message
Posted Dec 17, 2013Maybe you guys could get a wiki so that those of us who want to help but don't have access to the documentation can still help?
-
View User Profile
-
Send Message
Posted Dec 16, 2013@xbaxdark
I posted this example of mob health and named mobs a page or two back.
-
View User Profile
-
Send Message
Posted Dec 15, 2013Can I see an example of how to customize mob health?
Thanks
-
View User Profile
-
Send Message
Posted Dec 14, 2013@TFCrysis I don't really understand bukkit's notification system for PMs, but you haven't replied to my questions about the requested config. I basically made it (some time ago now) but I need the answers before I can finish it. Please let me know (I don't care about the $5 though)
-
View User Profile
-
Send Message
Posted Dec 12, 2013@MCCharlieCraft
If "spawnedby" does still work, it might be because you're using aliases. In this case, try using a specific mob name that is NOT an alias instead of "ANY_CREATURE". If it works for that specific mob, but not "ANY_CREATURE", the problem lies with aliases.
If it doesn't work, it might be because you're using "drop: [NOTHING, XP/0]". For that case, try using "drop: AIR" or "drop: DENY". As a side note, if you want to cancel drops in the future, always use "drop: DENY". I don't think "drop: [NOTHING, XP/0]" necessarily equates to canceling drops, or making mobs/blocks drop nothing.
-
View User Profile
-
Send Message
Posted Dec 12, 2013@MCCharlieCraft
Not sure what's wrong with it but spawnedby is still working in 1.7.
-
View User Profile
-
Send Message
Posted Dec 12, 2013@MCCharlieCraft
It honestly wouldn't surprise me if a lot of things were broken in 1.7, it was the largest change to the code minecraft has ever had. If it is broken it'l be fixed soon.
-
View User Profile
-
Send Message
Posted Dec 12, 2013Is my config wrong or is spawnedby not currently working in 1.7?
-
View User Profile
-
Send Message
Posted Dec 10, 2013Hey Zarius, any idea when you'll have the dev build server back up?
-
View User Profile
-
Send Message
Posted Dec 9, 2013@Faldonboy
As of now, I'm thinking of writing a tutorial about getting started, rather than a tutorial on how to do "x" task. I've seen some people complain that - with the current documentation and format of the configuration - the plugin is too difficult or confusing to configure. So I think I should make a "how to configure" tutorial focusing on format and the basics, with intuitive explanations and terminology, somewhat like this Java tutorial does.
EDIT: I couldn't find a page where the tutorial I had just written would fit, so I've created a new one.
-
View User Profile
-
Send Message
Posted Dec 9, 2013@CommodoreAlpha
The way the pages are set up can be a little confusing, just take a look at them by looking at them in the edit page screen and look at the tags, color codes and formatting codes to see how the pages are laid out. If you need any help with it just ask.