[INACTIVE][MECH] DropBonus v2.5 - Loot table configuration tool - [740]

Discussion in 'Inactive/Unsupported Plugins' started by Nohup, Feb 25, 2011.

  1. Offline

    Nohup

    DropBonus
    Version 2.5

    Tags - Loot, Drops, Permissions, iConomy, Multi-world

    The DropBonus plugin will allow you to configure the loot tables on your server in such a way that you can a) set the probability that breaking a block or killing an entity will generate a bonus, b) set the probability of EACH TYPE of bonus that can be generated, c) set a range for the number of items dropped and MORE. Even better still, the plugin was coded in a completely generic fashion so you aren't limited to the combinations that I thought were correct or needed. You can configure this plugin so that ANY block that is broken has the chance (.1% - 100%) of generating ANY other material (Material.X). The same goes for any creature that is killed.

    This tool can be used to override the default game drops as well. If you wanted to turn all drops from blocks off and control all the materials on your server, this tool makes it possible. It provides total control over what drops when blocks break and when creatures are killed!

    Features:
    • Allows for bonus blocks to be dropped when a configured block is broken OR when a configured mob is killed.
    • Bonus chances are cumulative, so you could receive multiple bonuses for one block/mob based on the laws of probability.
    • Single "roll" performed to determine if bonuses should be granted on this event or not. Once you have qualified for a bonus, all bonuses defined for that block will be attempted.
    • Individual "rolls" performed for each bonus type, ensuring that qualifying for one bonus at a given level doesn't automatically qualify you for all bonuses at that level.
    • Configurability is the key. You can configure any block type and under that block type you can configure the chance of a bonus entity being dropped when the given block type is broken. The same goes for mob type.
    • Along those lines, you can also set individual blocks OR bonuses to be turned off. You don't have to have a specific set of entries or drops. Only set up what you want to occur.
    • Percentage configuration is now from 0-100 and anywhere in between in double format (so 0.000001 will now be accepted)
    • Ability to override standard drops from entities and blocks, assumed to be false if not specified
    • Ability to set drops based on tool used when breaking the block/killing the mob
    • Ability to specify 0-n bonus items of a type to be delivered in one "bonus"
    • Ability to specify 0-n bonus evaluations for a given bonus (i.e. you have 100% of one bonus stone, and then 20% chance of a second bonus stone)
    • Ability to specify the maximum number of dropped items per bonus per material
    • Configurable permissions supported by the Permissions plugin
    • Ability to specify the amount of damage done to a tool when breaking a block of a given type or killing a given mob
    • Newly added - MULTI-WORLD support, configurability for each world or all worlds at once.
    • iConomy support for specifying currency to drop from mobs and blocks
    Usage: Install the plugin and configure the config.yml for it (after it is generated). No commands currently specified. Bonus node permissions can be setup in the Permissions config.yml as exemplified below.




    Configuration Examples: Wiki

    Permissions Example: Wiki

    Multi-world Support: Wiki

    iConomy Support: Wiki

    Download DropBonus: DropBonus v 2.5
    Download Source: GitHub
    Wiki Site: Wiki


    Latest CraftBukkit version tested against: 733


    Changelog:

    v 2.5
    • Updated to work with Bukkit 733.


    v 2.4
    • Updated to work with new version of Bukkit. NOT backward compatible.
    v2.3
    • Added list support for coins entries
    • Added permissions check before applying override
    v 2.2
    • Bug fixes for Permissions plugin name and 0 data field entry.
    v 2.1
    • Changed cooldown to only affect configured blocks
    • Added override support at tool level
    v 2.0.1
    • Bug fix for creature coin drop issue for iConomy integration.
    v 2.0
    • Added permissions configurability at the Material level (items dropped)
    • Major code refactor, thus new major version
    • Adjusted priority to Monitor where dealing with cancellable events, this will prevent conflicts with WorldGuard and iZone
    • Tested against new Recommended Build, w00t!
    v 1.10

    • Added support for boats and carts
    v 1.9

    • Added configuration to specify whether a killed entity only drops bonuses when killed by a player or not. This has a top-level default AND creature-specific configurations.
    • Added configuration to specify a placed-block cooldown timer (in ticks).
    • Added clean up routine to tracking to make sure entries aren't orphaned.
    • Adjusted block listener priority for onBlockBreak event and accounted for if the event is cancelled.
    v 1.8


    • iConomy beta successfully complete
    • Refactored some of my packages for those that look at my code
    • Created wiki for documentation so this post wasn't so large!
    v 1.7


    • Multi-world support added
    v 1.6


    • Added additional data specification within drop entries (used for color, texture, etc)
    • Added ability to specify how much damage a tool takes when breaking a block or killing a creature
    • Added BETA release of iConomy support (thanks to @Coelho for his help!)
    • Limited error spam to the console when configuration files are not correct
    v 1.5


    • Added Permission support
    v 1.4


    • Added tool-specific drop specification
    • Added support for 0-n bonus items to be dropped from a single configuration
    • Added support for o-n bonuses per material type per bonus
    • Added specification for maximum number of bonuses dropped per event
    v 1.3


    • Added override support to disable standard drops from blocks and entities.
    • Override flag assumed to be false if not specified
    v 1.2


    • added check to only drop bonus when death is caused by entity attack, not by external triggers such as skeletons burning to death or entities drowning
    v 1.1


    • Overhaul to percentage definitions
    • Added support for mob deaths
    • Changed name to DropBonus to span new functionality
    v 1.0


    • Initial release.
     
    Noppoly, Stormbow, Phaedrus and 2 others like this.
  2. Offline

    Scyfi

    Works for me I added them to crops last night using cb621. ink_sack: 100 1 1 3
     
  3. Offline

    Kane

    Nohup was last seen:
    Today at 12:55 AM
     
  4. Offline

    RowdyRaider79

    This is what I use for the config file.
    Code:
    messages:
        bank:
            positive: You have received [amount] gil
    
    creature:
        requirekiller: true
    
    bonuses:
        craftcreeper:
            maxcount: -1
            chances:
                gold_ingot:
                    - 5 1 1
                diamond_spade:
                    - .2 1 1
            override: false
            probability: 100
            coins: 50 1 3
        craftspider:
            maxcount: -1
            chances:
                diamond_axe:
                    - .2 1 1
                iron_ingot:
                    - 5 1 1
            probability: 100
            override: false
            coins: 50 1 3
        craftskeleton:
            maxcount: -1
            chances:
                diamond_sword:
                    - .2 1 1
                iron_ingot:
                    - 5 1 1
                arrow:
                    - 25 2 4
            override: false
            probability: 100
            coins: 50 1 3
        craftzombie:
            maxcount: -1
            chances:
                diamond_pickaxe:
                    - .2 1 1
                iron_ingot:
                    - 5 1 1
            override: false
            probability: 100
            coins: 50 1 3
    The requires killer parameter under creatures does what you are asking for, the player must kill the creature in order to get the additional drops. The override paramter determines if you want the dropbonuses to override the default drops. If you wanted to have it stop giving the default drops to prevent mobwspawner abuse, then you can set override to true and add the normal drops to the list. Hope this helps.

    edit: fixed
     
  5. Offline

    Nohup

    @Kane - oddly Bukkit wasn't refreshing when I checked it so I just came in to 6 new alerts... anyway, requirekiller is the way to go.

    @alexfire - between this thread and the example links on the wiki there are lots of examples out there.

    @Beatkidz - The "monster" class is a parent class of all the other classes, not sure how you are getting something to drop with it but I would assume you would affect it with craftmonster...
     
  6. Offline

    Kane

    @Nohup How can I add say Swords,axes,shovels

    Example:
    Code:
            tool:
                diamond_spade:
                diamond_sword:
                diamond_axe:
                    chances:
                        apple: 100 1 1
     
  7. Offline

    thesmall001

    Can someone help me debug this please, I'm brand new to plug-ins and am really struggling! My intention is to give gold tools a more interesting use by having them yield better/different loot from regular blocks, my ideas should be pretty clear but for some (probably obvious newbie) reason only the ones that require a gold pick axe are working (stone yields redstone etc.) despite them all having the same format. (So it shouldn't be an issue of spaces of colons!)

    Code:
    bonuses:
        stone:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        redstone:  50 2
        coal_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        netherrack: 100 4
        gold_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        glowstone: 100 4
                        gold: 100 1
        iron_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        fire: 100 4
        diamond_ore:
            probablity: 100
            tool:
                gold_pickaxe:
                    chances:
                        diamond: 100 3
        sand:
            probablity: 100
            tool:
                gold_spade:
                    chances:
                        soul_sand: 100 1
        dirt:
            probablity: 100
            tool:
                gold_spade:
                    chances:
                        red_mushroom: 100 3
        wood:
            probablity: 100
            tool:
                gold_axe:
                    chances:
                        brown_mushroom: 100 3
        leaves:
            probablity: 100
            tool:
                gold_axe:
                    chances:
                        apple: 35 1
    Thank you in advance!
     
  8. Offline

    craftopia.net

    Anyone have any idea how to get mobs to drop dye??

    I see we can change the data value of wood, wool etc... but what about for dyes?
     
  9. Offline

    RowdyRaider79

    The problem is the way you are defining the drops.
    For example, your redstone drop for stone is defined as:

    redstone: 50 2

    where it needs to be in the format

    redstone: <% chance to drop> <min#> < max#>

    where if you put

    redstone: 50 2 5

    there is a 50% chance 2-5 redstone will drop where the quantity is a random number ranging from 2 to 5

    if you want it to always drop 2 just put

    redstone: 50 2 2
     
  10. Offline

    Scyfi

    @Nohup Not sure why but I modified chickens to drop bones, and it works like it should. Only the bones they drop can not be turned into bonemeal. And if you combine them with another stack that works, that new stack is corrupted too.
     
  11. Offline

    Calvin

    Can someone post their config file on how they setup things to give iconomy money? I keep looking at the examples on the wiki but it doesn't say that you should always have it say coins even if the iconomy money is called something else. Like mine for instance, derpies, would I still put coins: 100 1 2 ? It's not putting anything in the console, but I'm not getting any money either way I configure it. Whats up?
     
  12. Offline

    thesmall001

    Thanks for the help Raider, I corrected that and anything that uses a gold pickaxe is now working as intended but none of the other gold tools are working and are causing blocks broken with them to yield regular amounts.
     
  13. Offline

    KiloWhiskey

    @Nohup The plugin doesn't seem recognize ids for snow tiles or snow blocks. I'd love for both of these to drop 100% when broken by anything except shovels. Any chance you or someone else could post an example of how I should go about getting that to work?
     
  14. Offline

    basman93

    Code:
    2011-04-06 22:23:48 [SEVERE] Could not pass event ENTITY_DEATH to DropBonus
    java.lang.StackOverflowError
        at java.lang.AbstractStringBuilder.append(Unknown Source)
        at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
        at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
         at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
         at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
         at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
         at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
         at java.lang.StringBuilder.append(Unknown Source)
        at org.bukkit.craftbukkit.entity.CraftWolf.toString(CraftWolf.java:36)
        at java.lang.String.valueOf(Unknown Source)
         at java.lang.StringBuilder.append(Unknown Source)
    every time, when a wolf kills a other wolf
     
  15. Offline

    alexfire

    Well I attempted to configure the plugin I thought i had everything set up following the wiki but however it doesnt seem to work for anyone... no errors in the console and ill post permissions and the plugin config... Didnt use tabs or anything like that either.


    Config.
    Code:
    messages:
        bank:
            positive: You have received [amount] coins
    bonuses:
    #### Miner rank 1
        stone:
            maxcount: 5
            chances:
                iron_ore: 5 1 3
                coal: 15 1 4
                stone: 25 1 6
                cobblestone: 100 1 3
            override: false
            probability: 75
        iron_ore:
            maxcount: 5
            chances:
                iron_ore: 100 1 3
                coal: 35 1 4
                gold_ore: 1 1 3
            override: false
            probability: 75
        coal_ore:
            maxcount: 5
            chances:
                iron_ore: 33 1 3
                coal: 100 1 10
                stone: 33 1 3
            override: false
            probability: 75
    #### Miner rank 2
        gold_ore:
            maxcount: 5
            chances:
                iron_ore: 33 1 3
                coal: 35 1 4
                gold_ore: 100 1 3
            override: false
            probability: 75
    
        mossy_cobblestone:
            maxcount: 7
            chances:
                iron_ore: 33 1 3
                coal: 33 1 10
                stone: 50 1 3
                mossy_cobblestone: 100 1 5
            override: false
            probability: 75
        obsidian:
            maxcount: 7
            chances:
                iron_ore: 33 1 3
                coal: 33 1 10
                stone: 33 1 3
                Diamond: 20 1 3
                obsidian: 100 1 2
            override: false
            probability: 75
        diamond_ore:
            maxcount: 7
            chances:
                gold_ore: 33 1 3
                coal: 33 1 10
                Diamond: 100 1 3
            override: false
            probability: 75
        redstone_ore:
            maxcount: 7
            chances:
                iron_ore: 33 1 3
                coal: 33 1 10
                gold_ore: 15 1 3
                Diamond: 1 1 5
                redstone: 100 2 10
            override: false
            probability: 75
        glowing_redstone_ore:
            maxcount: 7
            chances:
                iron_ore: 33 1 3
                coal: 33 1 10
                gold_ore: 15 1 3
                Diamond: 1 1 5
                redstone: 100 2 10
            override: false
            probability: 75
    #### Miner rank 3
        Diamond_ore:
            probability: 75
            tool:
                gold_pickaxe:
            chances:
                Glowstone: 33 1 2
                Netherrack: 33 1 2
                Soul_sand: 33 1 2
                Diamond: 33 1 5
        obsidian:
            probability: 75
            tool:
                gold_pickaxe:
            chances:
                Glowstone: 33 1 2
                Netherrack: 33 1 2
                Soul_sand: 33 1 2
                obsidian: 33 1 5
        Lapis_ore:
            probability: 75
            tool:
                gold_pickaxe:
            chances:
                Glowstone: 33 1 2
                Netherrack: 33 1 2
                Soul_sand: 33 1 2
    #### Everyone
        glowstone:
            maxcount: 1
            chances:
                Glowstone: 100 1 1
            override: true
            probability: 100
    #### Farmer
        wheat:
            maxcount: 5
            chances:
                wheat: 100 1 3
                seeds: 50 1 3
            override: false
            probability: 50
        sugar_cane:
            maxcount: 5
            chances:
                sugar_cane: 100 1 3
                sugar: 50 1 3
            override: false
            probability: 50
        cactus:
            maxcount: 5
            chances:
                cactus: 100 1 3
            override: false
            probability: 50
        grass:
            maxcount: 5
            chances:
                dirt: 100 1 1
                seeds: 75 1 3
            override: false
            probability: 100
        Leaves:
            maxcount: 5
            chances:
                leaves: 25 1 3
            override: false
            probability: 75
            requirekiller: true
        craftsheep:
            maxcount: 3
            chances:
                wool: 80 1 3
            override: false
            probability: 100
            requirekiller: true
        craftpig:
            maxcount: 3
            chances:
                pork: 80 1 3
            override: false
            probability: 100
            requirekiller: true
        craftchicken:
            maxcount: 5
            chances:
                egg: 10 1 3
                feather: 75 1 5
            override: false
            probability: 100
            requirekiller: true
        craftcow:
            maxcount: 3
            chances:
                leather: 75 1 3
            override: false
            probability: 100
            requirekiller: true
    #### Warrior
        craftcreeper:
            maxcount: 5
            coins: 100 10 35
            chances:
                mob_spawner: 10 1 1
            override: true
            probability: 100
            requirekiller: true
        craftspider:
            maxcount: 5
            Coins: 100 5 20
            chances:
                string: 100 1 3
            probability: 100
            requirekiller: true
            override: true
        craftskeleton:
            maxcount: 5
            Coins: 100 10 30
            chances:
                arrow: 100 1 3
                Bow: 33 1 1
                Bone: 33 1 3
            override: true
            probability: 100
            requirekiller: true
        craftzombie:
            maxcount: 5
            Coins: 100 1 25
            Chances:
                Cake: 20 1 1
            override: false
            probability: 100
            requirekiller: true
    block:
        cooldown: 0
    
    Permissions
    Code:
        fulllabourer1:
            default: false
            info:
                prefix: 'Mule-'
                suffix: ''
                build: true
            inheritance:
                - Default
            permissions:
                - 'bonuses.stone.*'
                - 'bonuses.iron_ore.*'
                - 'bonuses.Coal_ore.*'
                - 'bonuses.wheat.*'
                - 'bonuses.cactus.*'
                - 'bonuses.sugar_cane.*'
                - 'bonuses.leaves.*'
                - 'bonuses.craftsheep.*'
                - 'bonuses.craftcow.*'
                - 'bonuses.craftchicken.*'
                - 'bonuses.craftpig.*'
                - 'bonuses.grass.*'
    Thanks for any help you can offer on the issue I am using latest plugins. and cb 612.
     
  16. Offline

    thesmall001

    After some tests of each individual change I've confirmed that there is an issue with getting anything to drop red or brown mushrooms with a specific tool (what's causing the problem is beyond me). Posted below is how I've set up my config now and it's all working very well!

    Code:
    bonuses:
        stone:
            probability: 100
            chances:
                redstone: 2.5 1 1
            tool:
                gold_pickaxe:
                    chances:
                        redstone:  50 2 2
        coal_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        netherrack: 100 4 4
        gold_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        glowstone: 100 4
                        gold_ore: 100 1 3
        iron_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        fire: 100 4 4
        diamond_ore:
            probability: 100
            tool:
                gold_pickaxe:
                    chances:
                        diamond: 100 2 3
        sand:
            probability: 100
            tool:
                gold_spade:
                    chances:
                        soul_sand: 100 1 1
        grass:
            probability: 100
            tool:
                gold_spade:
                    chances:
                        clay_ball: 100 1 1
    
        dirt:
            probability: 100
            tool:
                gold_spade:
                    chances:
                        clay_ball: 100 2 4
        log:
            probability: 100
            tool:
                gold_axe:
                    chances:
                        golden_apple: 10 1 1
        leaves:
            probability: 100
            tool:
                gold_axe:
                    chances:
                        apple: 100 1 1
        craftcreeper:
            probability: 100
            tool:
                gold_sword:
                    chances:
                        tnt: 45 1 2
        craftzombie:
            probability: 100
            tool:
                gold_sword:
                    chances:
                        cake_block: 90 1 1
        craftskeleton:
            probability: 100
            tool:
                gold_sword:
                    chances:
                        arrow: 100 1 64
        craftspider:
            probability: 100
            tool:
                gold_sword:
                    chances:
                        saddle: 75 1 1
    
    Open "config.yml" with Notepad, highlight everything with Ctrl+A, press Delete then copy and paste that into your config file to see the following changes:-

    Mining Stone with any Pick Axe has a 2.5% chance to drop a single Redstone Dust. (Great for use with the Runecraft Plug-In!)

    Mining with a Gold Pick Axe will cause:

    Stone to drop 2 Redstone Dust 50% of the time.

    Coal Ore to drop 4 Netherrack 100% of the time (in addition to what would normally drop).

    Gold Ore to drop 4 Glowstone Blocks 100% of the time (in addition to what would normally drop).

    Iron Ore to drop 4 Fire Blocks 100% of the time (in addition to what would normally drop). This is intended so that if you are in a squeeze (deep underground and low on torches with your usual armour heavily damaged) then you can invest a few charges of a Gold Pick to quickly gather the materials to make a set of chain mail on the go!)

    Diamond Ore to drop some additional Diamonds 100% of the time.

    Digging with a Golden Spade/Shovel will cause:

    Sand to drop a single Soul Sand 100% of the time (in addition to what would normally drop). This has a lower drop rate than the other materials because they are largely for aeshetic uses whereas Soul Sand can be used effectively to slow monsters and players and is therefore more powerful. Also Sand is much easier to find than the previous resources.

    Grass to drop a single ball of clay 100% of the time (in addition to what would normally drop).

    Dirt to drop between 2 and 4 balls of clay 100% of the time (in addition to what would normally drop). The idea being that clay is found less often in grassy dirt but more often as you go deeper. (That's right, I'm in your Minecraftz adding in mah logicz.)

    Using a Gold Axe (Hatchet) will cause:

    Wood (from trees, not the planks!) to drop a single Golden Apple 10% of the time. The idea is that you're likely going to have to invest a whole Golden Axe top get roughly 2-3 Golden Apples. It efficient if you're lucky but the element of chance may mean you end up losing your axe with nothing to show for it!

    Leaves will drop a regular Apple 100% of the time. I believe this will wear the durability of your Axe twice as fast however so it's up to you how you want to spend that now ever valuable Gold!

    Using a Gold Sword will cause:

    Creepers to drop 1 or 2 TNT 45% of the time (in addition to what would normally drop).

    Zombies to drop a Cake Block (to be placed and shared with your friends!) 90% of the time.

    Skeleton Archers to drop a random number of arrows between 1 and 64 100% of the time (in addition to what would normally drop). This is great fun because of the way the arrows are dropped individually, it's like they fall apart and you gather their sharpened bones to make arrows :D

    Spiders to drop the elusive Saddle 75% of the time (in addition to what would normally drop). Clearly this Spider once had a Skeleton Jockey riding him, they must've had a falling out :(

    Tried to be fair an balanced, changes have been well reccieved on my server with everyone rushing to get the Gold Ore they've been ignoring for ages. Wanted to post it here so that anyone looking for what I was looking for won't have to put the effort in to learning how to make config files xD Enjoy!
     
  17. Nohup: How about adding a leave-decay special configuration for drops ? Also, is it possible to drop mobs from e.g. leaves ? Like having a spider drop from a harvested leave block at a possibility of about 10% ? Thanks again for this nice mod !
     
  18. Offline

    Mountaineer

    Since you can change the damage value of wool and wood to yield the different colors/textures, shouldn't adding a damage value to a tool drop change the starting durability of the item? I am trying to set up DropBonus so that Pig Zombies will drop an extended-durability (2000 uses) Gold Sword, but it isn't working. It's the only drop in my config that isn't.

    Code:
        craftpigzombie:
            maxcount: 1
            chances:
                gold_sword: 100 1 1 2000
            override: false
            probability: 100.0
            requirekiller: true
    I have the probability and chance at 100 for a solid test of the drop, but I've killed 40 PZs and only received cooked pork.

    Also, is it possible to make blocks spawn mob entities when broken? In an effort to keep people from breaking Mob Spawners in dungeons, I want to set the spawner to "drop" 1-3 mobs when broken. I have the config set up for it, but it wasn't working. I figured this was because blocks can't drop entities. Great plugin by the way! This is a lot of fun!
     
  19. Offline

    Sergeant

    I really love that this has iConomy support, however would it be possible to allow it to use iConomy's settings for the currency name instead? For example:
    Code:
    messages:
        bank:
            positive: You have received [amount] [currency].
    
    Where [currency] would be replaced with iConomy's currency name.
     
  20. Offline

    DrAgonmoray

    I can't get crops or lapis working for anything. Trying to make Lapis Lazuli ore drop an extra 1-4 lapis, and make grown crops drop 2-3 wheat and 2-3 seeds. Neither will work despite all my searching, trials, and efforts.
    Edit: Now the whole thing stopped working.
    Edit again: I forgot one little space, so the yaml got angry lol.
    Final edit: All working. That one space in the redstone threw it all off.


    Config:
    -self snip-
     
  21. Offline

    wankerpants


    It should do that. [currency] is a variable that should reflect the name for your servers currency and [amount] is a variable that reflects the number of moneys given in a particular instance.
     
  22. Offline

    Esge

    doesn't work for me either, i just get "you recieved 2 [currency]"


    also, how can i setup empty hands as a tool ? -> drops only when broken by hands
     
  23. Offline

    Tohclan

    Can't get this to work at all. Here's my config.

    Code:
    bonuses:
        stone:
            maxcount: -1
            override: false
            tool:
               gold_pickaxe:
                   diamond: 0.1
                   ink_sac: 1 1 1 4
                   mossy_cobblestone: 10
                   obsidian: 0.2
                   iron_ore: 1
                   gravel: 5
                   dirt: 5
                   coal: 3
                   gold_ore: 0.5
                   redstone: 2
                   cobblestone: 50 0 2
                   stone: 10
            probability: 100
        cactus:
            maxcount: -1
            override: true
            tool:
               gold_hoe:
                   chances:
                       sponge: 10
                       cactus: 60
            probability: 10
        leaves:
            maxcount: -1
            override: false
            tool:
               gold_axe:
                   chances:
                       apple: 20
                       golden_apple: 0.5
                       leaves: 20
                       stick: 30
            probability: 20
        cobblestone_stairs:
            maxcount: -1
            override: true
            tool:
               gold_pickaxe:
                   chances:
                       cobblestone_stairs: 100
            probability: 100
        ice:
            maxcount: -1
            override: false
            tool:
               gold_spade:
                   chances:
                       ice: 100
            probability: 20
        wood_stairs:
            maxcount: -1
            override: true
            tool:
               gold_axe:
                   chances:
                       wood_stairs: 100
            probability: 100
        glass:
            maxcount: -1
            override: true
            tool:
               gold_hoe:
                   chances:
                       glass: 100
            probability: 100
        bookshelf:
            maxcount: -1
            override: true
            tool:
               gold_axe:
                   chances:
                       bookshelf: 100
            probability: 100
    Use air.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 10, 2016
  24. Offline

    KiloWhiskey

    Can anyone help me with a config to make snowblock and snow tiles drop when broken? I'd like both to be 100% return when broken by anything but shovel.
     
  25. Offline

    bengarrr

    Is it possible to setup the bonus drops for leaves to drop only when they decay naturally; i.e. after you chop out the wood?
     
  26. Offline

    Kahl

    Check out LyTreeHelper plugin.
     
  27. Offline

    Mountaineer

    Try this (I haven't tested it):
    Code:
        snow:
            maxcount: 1
            chances:
                snow: 100 1 1
            probability: 100.0
            tool:
                wood_shovel:
                    chances:
                        snow_ball: 100 1 1
                stone_shovel:
                    chances:
                        snow_ball: 100 1 1
                iron_shovel:
                    chances:
                        snow_ball: 100 1 1
                gold_shovel:
                    chances:
                        snow_ball: 100 1 1
                diamond_shovel:
                    chances:
                        snow_ball: 100 1 1
            override: true
        snow_block:
            maxcount: 1
            chances:
                snow_block: 100 1 1
            probability: 100.0
            tool:
                wood_shovel:
                    chances:
                        snow_ball: 100 1 1
                stone_shovel:
                    chances:
                        snow_ball: 100 1 1
                iron_shovel:
                    chances:
                        snow_ball: 100 1 1
                gold_shovel:
                    chances:
                        snow_ball: 100 1 1
                diamond_shovel:
                    chances:
                        snow_ball: 100 1 1
            override: true
     
  28. Offline

    Tohclan

    Still no reply for me? Please help I need this to work again.
     
  29. Offline

    Mountaineer

    Looking at your config, you have too many variables in some places and not enough in others. All of the drops should be under the 'chances:' tab, and have 3 variables after (4 for colored wool or different wood textures). This is a part of my config that I've tested and I know that it works:

    Code:
        leaves:
            maxcount: 2
            chances:
                stick: 50 1 2
            probability: 90.0
            tool:
                stone_sword:
                    chances:
                        apple: 2 1 1
                iron_sword:
                    chances:
                        apple: 2 1 1
                gold_sword:
                    chances:
                        apple: 2 1 1                    
                diamond_sword:
                    chances:
                        apple: 2 1 1
    Looks like you have maxcount: -1 for all of the items. Try changing it to a 1 or 2.
     
  30. Offline

    Tohclan

    That's great and dandy, but it doesn't solve my problem, and you technical gibber gabber means absolutely gibberish to me.

    can you be more specific and edit my config for me? it worked perfectly fine until I updated it and added the tools stuff.

    I changed it to this a while ago and it still doesn't work. Also, that 4 by ink sac is supposed to make it drop lapis, from what I understand of the plugin it's supposed to be able to do this.

    Code:
    bonuses:
        stone:
            maxcount: 1
            chances:
                diamond: 0.1 1 1
                ink_sac: 1 1 1 4
                mossy_cobblestone: 10 1 1
                obsidian: 0.2 1 1
                iron_ore: 1 1 1
                gravel: 5 1 1
                dirt: 5 1 1
                coal: 3 1 1
                gold_ore: 0.5 1 1
                redstone: 2 1 1
                cobblestone: 50 1 2
                stone: 10
            probability: 100
            tool:
               gold_pickaxe:
                   chances:
                       diamond: 0.1 1 1
                       ink_sac: 1 1 1 4
                       mossy_cobblestone: 10 1 1
                       obsidian: 0.2 1 1
                       iron_ore: 1 1 1
                       gravel: 5 1 1
                       dirt: 5 1 1
                       coal: 3 1 1
                       gold_ore: 0.5 1 1
                       redstone: 2 1 1
                       cobblestone: 50 1 2
                       stone: 10
            override: false
        cactus:
            maxcount: 1
            chances:
                sponge: 10 1 1
                cactus: 60 1 1
            probability: 10
            tool:
               gold_hoe:
                   chances:
                       sponge: 10 1 1
                       cactus: 60 1 1
            override: true
        leaves:
            maxcount: 1
            chances:
                apple: 20 1 1
                golden_apple: 0.5 1 1
                leaves: 20 1 1
                stick: 30 1 1
            probability: 20
            tool:
               gold_axe:
                   chances:
                       apple: 20 1 1
                       golden_apple: 0.5 1 1
                       leaves: 20 1 1
                       stick: 30 1 1
            override: false
        cobblestone_stairs:
            maxcount: 1
            chances:
                cobblestone_stairs: 100 1 1
            probability: 100
            tool:
               gold_pickaxe:
                   chances:
                       cobblestone_stairs: 100 1 1
            override: true
        ice:
            maxcount: 1
            chances:
                ice: 100 1 1
            probability: 20
            tool:
               gold_spade:
                   chances:
                       ice: 100 1 1
            override: false
        wood_stairs:
            maxcount: 1
            chances:
                wood_stairs: 100 1 1
            probability: 100.0
            tool:
               gold_axe:
                   chances:
                       wood_stairs: 100 1 1
            override: true
        glass:
            maxcount: 1
            chances:
                glass: 100 1 1
            probability: 100
            tool:
               gold_hoe:
                   chances:
                       glass: 100 1 1
            override: true
        bookshelf:
            maxcount: 1
            chances:
                bookshelf: 100 1 1
            probability: 100
            tool:
               gold_axe:
                   chances:
                       bookshelf: 100 1 1
            override: true
     
  31. Offline

    Nohup

    @Tohclan - it is ink_sack, when I change this stone works. Leaves works from what I can tell, I have had it drop leaves, and apple, and sticks.
     

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