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 9, 2013@CommodoreAlpha
Done :) (thanks :))
@Kofeygames
Yeah, video tutorials would be great :) And if you have any suggestions for improving/fixing documentation just send me a pm with the changes and I'll update it.
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Posted Dec 9, 2013@Faldonboy
So long as I don't need any knowledge of coding, I'd be happy to help out with the documentation in any way I can. Should I just shoot Zarius a pm?
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Posted Dec 8, 2013@CommodoreAlpha I tried it with and without :)
@Faldonboy Thanks for being so thorough! It turns out the HealthBar plugin was breaking the named mobs because the name gets replaced with the health bar once the mob takes damage, so sorry about that.
As for documentation, I understand that you probably don't have the time to go through and tidy it. I'd be happy to help whenever possible, maybe I could just do some editing in a text document and send it to you or something. Also, you guys accept video tutorials right?
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Posted Dec 8, 2013@CommodoreAlpha
@Kofeygames
I agree that the documentation needs some cleaning, I add to it when I hear something is missing but I don't have the time to do a mass cleaning of it. Commodore if you want to be added as a documenter I'm sure Zarius wouldn't object, you've been helping out for a long time now. ANYWAYS This is the many ways you can spawn a mob and have it drop different things depending on different variables like names and HP.
Be careful though, mobs with secondary data values(ocelots, wither skeletons, baby mobs) won't be able to work with names, you'll have to use custom hp values to define what they drop.
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Posted Dec 8, 2013@Kofeygames
Did you use "flag: UNIQUE" when setting the drops of "ZOMBIE@!ExampleName"?
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Posted Dec 8, 2013@CommodoreAlpha
Didn't work unfortunately :( I actually tried this before too and tried some variations just now (e.g. ZOMBIE@NAME, ZOMBIE!NAME when trying to change the drops) but it still didn't work. The renaming of the mob works fine, though.
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Posted Dec 7, 2013@Kofeygames
I'm a bit inexperienced with "creating" mobs and such with OtherDrops, so this may not work, but it's still worth a shot.
In order to apply drops to a specific mob, you'd have to do this in two parts. First, you'd need to create the "unique" mob, then second, you'd need to assign drops to that unique mob. How do you create a unique mob? A common way is to add a name to it. Note that players can still rename mobs to the name you set so that they exploit this method, but I think you can circumvent that by adding colours or "§r" (the reset-effect).
Once you create your unique mob, you just have to assign drops to it as if it were any other mob. Here's an example of how you can do this.
This example here will mean that every 1/20 zombies will have their name set as "ExampleName". Now for the second part:
This essentially means that every zombie with name, "ExampleName" will drop one piece of dirt, every time, upon death.
If some parts of these examples don't work, it's because my knowledge of this plugin is quite rusty, so I apologise for that. Do try it though to see if it works. :)
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Posted Dec 7, 2013@CommodoreAlpha
Sorry about that! I'll do it properly next time :P
And I don't think I explained it very well. The config I posted spawns an invisible zombie wearing a pumpkin and wielding a golden hoe, but I'd like to be able to edit the drops of *that* mob specifically instead of having to edit the drops of all zombies,
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Posted Dec 7, 2013@Kofeygames
It would be helpful if you could format your "config portion" so that it's easier to read. Look for "code" on this page to see how to do it. Format it as "yaml", not "ruby" or "java" or any other language.
If I am right, your config should look a bit like this:
Now, from your question, I'm guessing that you want other entities (like items or monsters) to also drop whenever a "zombie-mobspawn" event happens. It is possible to spawn other entities in place of a zombie, and I'm pretty sure it's possible to spawn an item in place of a zombie. Or even a combination of the two. I don't know myself, but it wouldn't hurt to try it out. ;)
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Posted Dec 6, 2013Question time :P
I'm using this:
ZOMBIE: - trigger: MOBSPAWN drop: ZOMBIE@eq:head:PUMPKIN%0!!eq:hands:GOLDEN_HOE@!FIRE_ASPECT%25 spawnedby: [NATURAL, SPAWNER_EGG] potioneffects.drop: INVISIBILITY@2000000@1 chance: 10% flags: UNIQUE
It works well, but is it possible to edit the drops of the newly spawned zombie other than the pumpkin and hoe?
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Posted Dec 6, 2013@ZariusT
Can't wait ZariusT. This is one of my "Must Have" plugins for my server.
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Posted Dec 6, 2013@Jewremy
Funny how you refer to me, considering how I have no access to the documentation whatsoever. :D
I'm just here to (hopefully) be friendly and answer questions, but I can't do anything about the documentation as I'm not affiliated with the plugin in any way, so sorry about that. I would agree too, that it could use some spring cleaning, despite the fact that it's winter right now.
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Posted Dec 6, 2013k I install v. 2.7.1 and it work ;)
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Posted Dec 6, 2013Howdy all, just a quick post to let you know I'm still here and have noticed a Bukkit 1.7 is out. I've got family commitments this weekend but aim to get a new version out as soon as I can.
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Posted Dec 5, 2013What version plugin you use on 1.7.2? 2.8b.573, v2.8b.566 or 2.7.1?
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Posted Dec 5, 2013@Zibi17k
Really? It works fine for me, except some things. For example, the damage.x: feature is broken. For the most part it's still working fine though, just needs some updating :P
Also, I'd like to second Jewremy's request for cleaning up the documentation.
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Posted Dec 5, 2013@CommodoreAlpha
Any chance you guys could clean up the documentation a bit while you're at it? A lot of stuff is unclear.
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Posted Dec 5, 2013@Zibi17k
1.7 broke a lot of things due to so many changes in Minecraft code, and consequentially the Bukkit API. Hold tight for an update, or update it yourself (if you can).
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Posted Dec 5, 2013plugin work on 1.7.2? I try install it on 1.7.2 and it doesn't work (no load chance :( ) On old server 1.6.4 it work
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Posted Dec 4, 2013@bobtit
They have an upcoming API, so right now, OtherDrops cannot work with More Mobs 2. The reason is because there is no way to tell an MM2-unique skeleton (or some other mob) from just a regular old skeleton. The only way for OtherDrops to tell the difference between MM2 mobs and any other mob is by hooking into MM2 itself (which is the whole point of making an API).
Short answer: not now, but later.
@ZariusT
I'm wondering, how do monster spawners store their mob-data? (In other words, what mob to spawn.) I want to make it so that you can break a monster spawner via this plugin, have it drop "itself", and upon placing, retain the same data as when you broke it. Basically, keep the data instead of losing it, sort of like this plugin can do.
If it's not possible with the current features, I'll make a ticket, provided one hasn't been made already. The reason I want a mob-spawner-data retention feature is because I don't want to use other plugins like the aforementioned one, as they offer far less configuration and potential. If it is currently possible, however, could someone show me how to do it?