config.yml
Code (YAML):
# ==================================================================================================================== #
# Below is an example if you would like to set a drop that is dropped on event to every mob or block. This will only
# work if there is not a dedicated custom drop for the specified entity. As that will always take #1 priority.
#
# Mobs:
# All:
# NaturalDrops: true
# EXP: 10
# '1':
# type: GOLD_NUGGET
# amount:
# min: 1
# max: 3
# chance: 25.0
#
# Also you'll notice that at the top of each section there is a section called
# Looting, which will allow you to increase the drops when people kill the mobs
# with looting on their weapon. If you have applyToDrops set to true then when
# someone kills for example a blaze that has the following setup:
#
# BLAZE:
# '1':
# type: BLAZE_ROD
# amount:
# min: 1
# max: 3
# chance: 100.0
#
# That means that whenever someone kills a blaze they'll get 1-3 drops as well as
# 2 extra drops for each level of looting on their sword.
#
# ==================================================================================================================== #
AdditionalDisplayLore :
- '&7'
- '&8&m --------------------------'
- '&eChance : &7{chance}%'
- '&eMinimum Amount : &7{min}'
- '&eMaximum Amount : &7{max}'
CommandDisplay:
type : COMMAND_BLOCK
name : '&eCommands'
lore :
- '&eCommands:'
- ' {commands }'
Mobs:
Looting:
applyToDrops : true
increasePerLevel : 2
All:
NaturalDrops : true
EXP : 10
'1':
type : GOLD_NUGGET
amount:
min : 1
max : 3
chance : 50.0
Blocks:
Fortune:
applyToDrops : true
increasePerLevel : 2
All:
NaturalDrops : true
EXP : 150
'1':
type : DIAMOND
name : '&e&lLimited Diamond'
amount:
min : 1
max : 1
chance : 5.0
# Below is an example if you would like to set a drop that is dropped on event to every mob or block. This will only
# work if there is not a dedicated custom drop for the specified entity. As that will always take #1 priority.
#
# Mobs:
# All:
# NaturalDrops: true
# EXP: 10
# '1':
# type: GOLD_NUGGET
# amount:
# min: 1
# max: 3
# chance: 25.0
#
# Also you'll notice that at the top of each section there is a section called
# Looting, which will allow you to increase the drops when people kill the mobs
# with looting on their weapon. If you have applyToDrops set to true then when
# someone kills for example a blaze that has the following setup:
#
# BLAZE:
# '1':
# type: BLAZE_ROD
# amount:
# min: 1
# max: 3
# chance: 100.0
#
# That means that whenever someone kills a blaze they'll get 1-3 drops as well as
# 2 extra drops for each level of looting on their sword.
#
# ==================================================================================================================== #
AdditionalDisplayLore :
- '&7'
- '&8&m --------------------------'
- '&eChance : &7{chance}%'
- '&eMinimum Amount : &7{min}'
- '&eMaximum Amount : &7{max}'
CommandDisplay:
type : COMMAND_BLOCK
name : '&eCommands'
lore :
- '&eCommands:'
- ' {commands }'
Mobs:
Looting:
applyToDrops : true
increasePerLevel : 2
All:
NaturalDrops : true
EXP : 10
'1':
type : GOLD_NUGGET
amount:
min : 1
max : 3
chance : 50.0
Blocks:
Fortune:
applyToDrops : true
increasePerLevel : 2
All:
NaturalDrops : true
EXP : 150
'1':
type : DIAMOND
name : '&e&lLimited Diamond'
amount:
min : 1
max : 1
chance : 5.0
blocks.yml
Code (YAML):
# ==================================================================================================================== #
# This aspect of the plugin works of the block material enum from SpigotMC. Here is a link to all possible blocks you
# can use:
# https://goo.gl/7PiB2F
#
# So for example if you wanted to make it so stone blocks drop random ores you can do the following:
# STONE:
# '1':
# type: IRON_INGOT
# amount:
# min: 1
# max: 2
# chance: 20.0
# '2':
# type: GOLD_INGOT
# amount:
# min: 1
# max: 2
# chance: 10.0
#
# This means that the Stone block when mined will drop between 1-2 iron ingots with a 20% chance as well as 1-2
# gold ingots with a 10% chance. To make it choose a random number of drops you can change the minimum and maximum
# amount of drops. If you make min and max the same it will make it set to that amount of drops every time. If you set
# the minimum amount to 0 then it will then make it so that it has a chance not to drop the item.
#
# The type of the item can be any of the examples below:
# GOLD_INGOT, 'GOLD_INGOT', 266, '266:0'
#
# However if you do something like this it will break the plugin:
# 'DYE:13'
#
# You can also set custom exp amounts to be dropped, so to do that you can add: 'EXP: (amount)' so it would look
# like this:
#
# STONE:
# EXP: 150
# '1':
# type: IRON_INGOT
# amount:
# min: 0
# max: 1
# chance: 100.0
#
# If you wanted to add enchants to a custom item you can add them like this:
#
# STONE:
# EXP: 150
# '1':
# type: IRON_INGOT
# amount:
# min: 0
# max: 1
# chance: 100.0
# enchants:
# - SHARPNESS:1
#
# Which would give those Iron Ingots Sharpness 1.
#
# To enable or disable NaturalDrops add a section under the block material, an
# example is shown below:
#
# STONE:
# NaturalDrops: true
#
# Setting NaturalDrops to true will enable them, whereas setting it to false
# will disable them. By default if there is no setting set for any mob then
# the natural drops are enabled by default.
#
# If you'd like to give an item that has the Unbreakable tag, NOT the enchant, then you can set up a item section
# in the following way:
#
# IRON_ORE:
# '1':
# type: DIAMOND_PICKAXE
# unbreakable: true
# amount:
# min: 1
# max: 1
# chance: 10.0
#
# If you'd like to set up a custom mob head then you can set it up like the following: (Bearing in mind that once you
# have a set mob on your head you cannot set the "owner" of it anymore, like you would to specify a player's skin.)
#
# GOLD_ORE:
# '1':
# type: SKULL_ITEM
# mob: BLAZE
# amount:
# min: 1
# max: 1
# chance: 100.0
#
# Here is a list of all possible mob head types:
#
# Bat, Blaze, Black_Cat, Ginger_Cat, Siamese_Cat, Cave_Spider, Chicken, Cow, Creeper, Charged_Creeper, Donkey, Elder_Guardian, Enderman,
# Endermite, Ender_Dragon, Evoker, Ghast, Guardian, Black_Horse, Brown_Horse, Chestnut_Horse, Creamy_Horse, Dark_Brown_Horse, Gray_Horse,
# White_Horse, Skeleton_Horse, Zombie_Horse, Husk, Illusioner, Iron_Golem, Brown_Llama, Creamy_Llama, Gray_Llama, White_Llama, Magma_Cube,
# Mooshroom, Mule, Ocelot, Blue_Parrot, Cyan_Parrot, Gray_Parrot, Green_Parrot, Red_Parrot, Pig, Polar_Bear, Black_Rabbit, Black_and_White_Rabbit,
# Brown_Rabbit, Gold_Rabbit, Salt_and_Pepper_Rabbit, The_Killer_Bunny, White_Rabbit, Black_Sheep, Blue_Sheep, Brown_Sheep, Cyan_Sheep, Silver_Sheep,
# Gray_Sheep, Green_Sheep, Light_Blue_Sheep, Lime_Sheep, Magenta_Sheep, Orange_Sheep, Pink_Sheep, Purple_Sheep, Rainbow_Sheep, Red_Sheep, Wither,
# White_Sheep, Yellow_Sheep, Shulker, Silverfish, Skeleton, Slime, Snow_Golem, Spider, Squid, Stray, Vex, Villager, Vindicator, Witch,
# Wild_Wolf, Tamed_Wolf, Zombie, Zombie_Pigman, Zombie_Butcher_Villager, Zombie_Cleric_Villager, Zombie_Farmer_Villager, Zombie_Librarian_Villager,
# Zombie_Nitwit_Villager, Zombie_Smith_Villager, Fish, Clownfish, Salmon, Pufferfish
#
# If you want to send a command when a block is mined then all you have to do is add a Command section to the Block section,
# for example:
#
# CustomDrops:
# DIAMOND_ORE:
# EXP: 150
# NaturalDrops: true
# '1':
# type: DIAMOND_PICKAXE
# amount:
# min: 1
# max: 1
# chance: 0.1
# name: '&e&lSpecial &6&lPickaxe'
# lore:
# - '&7You can only find this pickaxe from'
# - '&7mining Diamond Ore. And it only has a'
# - '&f0.1%&7 chance of dropping.'
# enchants:
# - 'Efficiency:7'
# - 'Fortune:5'
# - 'Unbreaking:4'
# '2':
# chance: 100.0
# amount:
# min: 1
# max: 1
# commands:
# - 'broadcast {p} has just mined 1x Diamond!'
# - 'msg {p} congratulations on finding 1x Diamond! :)'
#
# The way the amount works with commands is if it has a random amount, it will run the command x amount of times
# that was randomly chosen between the numbers.
#
# ==================================================================================================================== #
# If you have anymore questions, please feel free to contact me on SpigotMC or reply to the discussion section of the
# plugin page.
# ==================================================================================================================== #
CustomDrops:
STONE:
NaturalDrops : false
EXP : 0
'1':
type : STONE_BRICKS
amount:
min : 1
max : 3
chance : 100.0
DIAMOND_ORE:
'1':
chance : 100.0
amount:
min : 1
max : 1
commands :
- 'broadcast {p } has just mined 1x Diamond!'
- 'msg {p } congratulations on finding 1x Diamond! : )'
# This aspect of the plugin works of the block material enum from SpigotMC. Here is a link to all possible blocks you
# can use:
# https://goo.gl/7PiB2F
#
# So for example if you wanted to make it so stone blocks drop random ores you can do the following:
# STONE:
# '1':
# type: IRON_INGOT
# amount:
# min: 1
# max: 2
# chance: 20.0
# '2':
# type: GOLD_INGOT
# amount:
# min: 1
# max: 2
# chance: 10.0
#
# This means that the Stone block when mined will drop between 1-2 iron ingots with a 20% chance as well as 1-2
# gold ingots with a 10% chance. To make it choose a random number of drops you can change the minimum and maximum
# amount of drops. If you make min and max the same it will make it set to that amount of drops every time. If you set
# the minimum amount to 0 then it will then make it so that it has a chance not to drop the item.
#
# The type of the item can be any of the examples below:
# GOLD_INGOT, 'GOLD_INGOT', 266, '266:0'
#
# However if you do something like this it will break the plugin:
# 'DYE:13'
#
# You can also set custom exp amounts to be dropped, so to do that you can add: 'EXP: (amount)' so it would look
# like this:
#
# STONE:
# EXP: 150
# '1':
# type: IRON_INGOT
# amount:
# min: 0
# max: 1
# chance: 100.0
#
# If you wanted to add enchants to a custom item you can add them like this:
#
# STONE:
# EXP: 150
# '1':
# type: IRON_INGOT
# amount:
# min: 0
# max: 1
# chance: 100.0
# enchants:
# - SHARPNESS:1
#
# Which would give those Iron Ingots Sharpness 1.
#
# To enable or disable NaturalDrops add a section under the block material, an
# example is shown below:
#
# STONE:
# NaturalDrops: true
#
# Setting NaturalDrops to true will enable them, whereas setting it to false
# will disable them. By default if there is no setting set for any mob then
# the natural drops are enabled by default.
#
# If you'd like to give an item that has the Unbreakable tag, NOT the enchant, then you can set up a item section
# in the following way:
#
# IRON_ORE:
# '1':
# type: DIAMOND_PICKAXE
# unbreakable: true
# amount:
# min: 1
# max: 1
# chance: 10.0
#
# If you'd like to set up a custom mob head then you can set it up like the following: (Bearing in mind that once you
# have a set mob on your head you cannot set the "owner" of it anymore, like you would to specify a player's skin.)
#
# GOLD_ORE:
# '1':
# type: SKULL_ITEM
# mob: BLAZE
# amount:
# min: 1
# max: 1
# chance: 100.0
#
# Here is a list of all possible mob head types:
#
# Bat, Blaze, Black_Cat, Ginger_Cat, Siamese_Cat, Cave_Spider, Chicken, Cow, Creeper, Charged_Creeper, Donkey, Elder_Guardian, Enderman,
# Endermite, Ender_Dragon, Evoker, Ghast, Guardian, Black_Horse, Brown_Horse, Chestnut_Horse, Creamy_Horse, Dark_Brown_Horse, Gray_Horse,
# White_Horse, Skeleton_Horse, Zombie_Horse, Husk, Illusioner, Iron_Golem, Brown_Llama, Creamy_Llama, Gray_Llama, White_Llama, Magma_Cube,
# Mooshroom, Mule, Ocelot, Blue_Parrot, Cyan_Parrot, Gray_Parrot, Green_Parrot, Red_Parrot, Pig, Polar_Bear, Black_Rabbit, Black_and_White_Rabbit,
# Brown_Rabbit, Gold_Rabbit, Salt_and_Pepper_Rabbit, The_Killer_Bunny, White_Rabbit, Black_Sheep, Blue_Sheep, Brown_Sheep, Cyan_Sheep, Silver_Sheep,
# Gray_Sheep, Green_Sheep, Light_Blue_Sheep, Lime_Sheep, Magenta_Sheep, Orange_Sheep, Pink_Sheep, Purple_Sheep, Rainbow_Sheep, Red_Sheep, Wither,
# White_Sheep, Yellow_Sheep, Shulker, Silverfish, Skeleton, Slime, Snow_Golem, Spider, Squid, Stray, Vex, Villager, Vindicator, Witch,
# Wild_Wolf, Tamed_Wolf, Zombie, Zombie_Pigman, Zombie_Butcher_Villager, Zombie_Cleric_Villager, Zombie_Farmer_Villager, Zombie_Librarian_Villager,
# Zombie_Nitwit_Villager, Zombie_Smith_Villager, Fish, Clownfish, Salmon, Pufferfish
#
# If you want to send a command when a block is mined then all you have to do is add a Command section to the Block section,
# for example:
#
# CustomDrops:
# DIAMOND_ORE:
# EXP: 150
# NaturalDrops: true
# '1':
# type: DIAMOND_PICKAXE
# amount:
# min: 1
# max: 1
# chance: 0.1
# name: '&e&lSpecial &6&lPickaxe'
# lore:
# - '&7You can only find this pickaxe from'
# - '&7mining Diamond Ore. And it only has a'
# - '&f0.1%&7 chance of dropping.'
# enchants:
# - 'Efficiency:7'
# - 'Fortune:5'
# - 'Unbreaking:4'
# '2':
# chance: 100.0
# amount:
# min: 1
# max: 1
# commands:
# - 'broadcast {p} has just mined 1x Diamond!'
# - 'msg {p} congratulations on finding 1x Diamond! :)'
#
# The way the amount works with commands is if it has a random amount, it will run the command x amount of times
# that was randomly chosen between the numbers.
#
# ==================================================================================================================== #
# If you have anymore questions, please feel free to contact me on SpigotMC or reply to the discussion section of the
# plugin page.
# ==================================================================================================================== #
CustomDrops:
STONE:
NaturalDrops : false
EXP : 0
'1':
type : STONE_BRICKS
amount:
min : 1
max : 3
chance : 100.0
DIAMOND_ORE:
'1':
chance : 100.0
amount:
min : 1
max : 1
commands :
- 'broadcast {p } has just mined 1x Diamond!'
- 'msg {p } congratulations on finding 1x Diamond! : )'
editor.yml
Code (YAML):
# MainPanel: # panel name #
# name: '&b&lMenu Editor' # panel display name #
# slots: 45 # panel size #
# Settings: # settings section #
# emptySpaceFiller: true # fill in empty space #
# fillTo: 0 # fill to slot #
# backButton: false # use back button #
# exitButton: false # use exit button #
# EmptySpaceFiller: # empty space filler itemstack #
# type: '160:0' # empty space filler type #
# name: '&7' # empty space filler name #
# Buttons: # buttons section #
# backButton: 9 # back button slot #
# exitButton: 9 # exit button slot #
MainPanel:
name : '&eCustomDrops &fConfiguration'
slots : 9
Settings:
emptySpaceFiller : true
EmptySpaceFiller:
type : STAINED_GLASS_PANE
name : '&7'
Items:
'4':
type : STONE
name : '&e&lBlocks'
lore :
- '&7Click here to edit custom block drops'
Button : Blocks
'6':
type : SKELETON_SKULL
name : '&e&lMobs'
lore :
- '&7Click here to edit custom mob drops'
Button : Mobs
MobPanel:
name : '&eCustomDrops &fConfiguration'
slots : 54
Settings:
fillTo : 45
backButton : true
Buttons:
backButton : 50
Items:
'46':
type : GLASS_PANE
name : '&7'
'47':
type : GLASS_PANE
name : '&7'
'48':
type : GLASS_PANE
name : '&7'
'49':
type : ARROW
name : '&e&l&m<-&e&l Previous Page'
lore :
- '&7Click here to go to the previous'
- '&7page of custom drops.'
PreviousPage : true
'50':
type : REDSTONE
name : '&cClick here to go back'
lore :
- '&7Click this button to go back to'
- '&7the main page where you can choose'
- '&7to configure blocks or mobs.'
'51':
type : ARROW
name : '&e&lNext Page &e&l&m->'
lore :
- '&7Click here to go to the next'
- '&7page of custom drops.'
NextPage : true
'52':
type : GLASS_PANE
name : '&7'
'53':
type : GLASS_PANE
name : '&7'
'54':
type : GLASS_PANE
name : '&7'
BlockPanel:
name : '&eCustomDrops &fConfiguration'
slots : 54
Settings:
fillTo : 45
backButton : true
Buttons:
backButton : 50
Items:
'46':
type : GLASS_PANE
name : '&7'
'47':
type : GLASS_PANE
name : '&7'
'48':
type : GLASS_PANE
name : '&7'
'49':
type : ARROW
name : '&e&l&m<-&e&l Previous Page'
lore :
- '&7Click here to go to the previous'
- '&7page of custom drops.'
PreviousPage : true
'50':
type : REDSTONE
name : '&cClick here to go back'
lore :
- '&7Click this button to go back to'
- '&7the main page where you can choose'
- '&7to configure blocks or mobs.'
'51':
type : ARROW
name : '&e&lNext Page &e&l&m->'
lore :
- '&7Click here to go to the next'
- '&7page of custom drops.'
NextPage : true
'52':
type : GLASS_PANE
name : '&7'
'53':
type : GLASS_PANE
name : '&7'
'54':
type : GLASS_PANE
name : '&7'
EditorMainPanel:
name : '&eCustomDrops &fConfiguration'
slots : 54
Settings:
fillTo : 45
Items:
'46':
type : EXPERIENCE_BOTTLE
name : '&e&lEXP Drop'
lore :
- '&7This is how much EXP will be dropped'
- '&7when the mob dies or the block is'
- '&7broken.'
- '&7'
- '&eCurrently : &f{exp} EXP'
- '&7'
- '&7To edit this amount go into the'
- '&7configuration files and change the'
- '&7amount then do /customdrops reload'
- '&7to reload the drops.'
Button : Protected
'47':
type : GLASS_PANE
name : '&7'
Button : Protected
'48':
type : GLASS_PANE
name : '&7'
Button : Protected
'49':
type : GLASS_PANE
name : '&7'
Button : Protected
'50':
Button : Display
'51':
type : GLASS_PANE
name : '&7'
Button : Protected
'52':
type : GLASS_PANE
name : '&7'
Button : Protected
'53':
type : GLASS_PANE
name : '&7'
Button : Protected
'54':
type : DIRT
name : '&e&lNatural Drops'
lore :
- '&7This is if natural drops are toggled'
- '&7when this mob dies or block is broken.'
- '&7'
- '&eCurrently : &f{naturalDrops}'
- '&7'
- '&7To edit this setting go into the'
- '&7configuration files and change the'
- '&7boolean then do /customdrops reload'
- '&7to reload the drops.'
Button : Protected
# name: '&b&lMenu Editor' # panel display name #
# slots: 45 # panel size #
# Settings: # settings section #
# emptySpaceFiller: true # fill in empty space #
# fillTo: 0 # fill to slot #
# backButton: false # use back button #
# exitButton: false # use exit button #
# EmptySpaceFiller: # empty space filler itemstack #
# type: '160:0' # empty space filler type #
# name: '&7' # empty space filler name #
# Buttons: # buttons section #
# backButton: 9 # back button slot #
# exitButton: 9 # exit button slot #
MainPanel:
name : '&eCustomDrops &fConfiguration'
slots : 9
Settings:
emptySpaceFiller : true
EmptySpaceFiller:
type : STAINED_GLASS_PANE
name : '&7'
Items:
'4':
type : STONE
name : '&e&lBlocks'
lore :
- '&7Click here to edit custom block drops'
Button : Blocks
'6':
type : SKELETON_SKULL
name : '&e&lMobs'
lore :
- '&7Click here to edit custom mob drops'
Button : Mobs
MobPanel:
name : '&eCustomDrops &fConfiguration'
slots : 54
Settings:
fillTo : 45
backButton : true
Buttons:
backButton : 50
Items:
'46':
type : GLASS_PANE
name : '&7'
'47':
type : GLASS_PANE
name : '&7'
'48':
type : GLASS_PANE
name : '&7'
'49':
type : ARROW
name : '&e&l&m<-&e&l Previous Page'
lore :
- '&7Click here to go to the previous'
- '&7page of custom drops.'
PreviousPage : true
'50':
type : REDSTONE
name : '&cClick here to go back'
lore :
- '&7Click this button to go back to'
- '&7the main page where you can choose'
- '&7to configure blocks or mobs.'
'51':
type : ARROW
name : '&e&lNext Page &e&l&m->'
lore :
- '&7Click here to go to the next'
- '&7page of custom drops.'
NextPage : true
'52':
type : GLASS_PANE
name : '&7'
'53':
type : GLASS_PANE
name : '&7'
'54':
type : GLASS_PANE
name : '&7'
BlockPanel:
name : '&eCustomDrops &fConfiguration'
slots : 54
Settings:
fillTo : 45
backButton : true
Buttons:
backButton : 50
Items:
'46':
type : GLASS_PANE
name : '&7'
'47':
type : GLASS_PANE
name : '&7'
'48':
type : GLASS_PANE
name : '&7'
'49':
type : ARROW
name : '&e&l&m<-&e&l Previous Page'
lore :
- '&7Click here to go to the previous'
- '&7page of custom drops.'
PreviousPage : true
'50':
type : REDSTONE
name : '&cClick here to go back'
lore :
- '&7Click this button to go back to'
- '&7the main page where you can choose'
- '&7to configure blocks or mobs.'
'51':
type : ARROW
name : '&e&lNext Page &e&l&m->'
lore :
- '&7Click here to go to the next'
- '&7page of custom drops.'
NextPage : true
'52':
type : GLASS_PANE
name : '&7'
'53':
type : GLASS_PANE
name : '&7'
'54':
type : GLASS_PANE
name : '&7'
EditorMainPanel:
name : '&eCustomDrops &fConfiguration'
slots : 54
Settings:
fillTo : 45
Items:
'46':
type : EXPERIENCE_BOTTLE
name : '&e&lEXP Drop'
lore :
- '&7This is how much EXP will be dropped'
- '&7when the mob dies or the block is'
- '&7broken.'
- '&7'
- '&eCurrently : &f{exp} EXP'
- '&7'
- '&7To edit this amount go into the'
- '&7configuration files and change the'
- '&7amount then do /customdrops reload'
- '&7to reload the drops.'
Button : Protected
'47':
type : GLASS_PANE
name : '&7'
Button : Protected
'48':
type : GLASS_PANE
name : '&7'
Button : Protected
'49':
type : GLASS_PANE
name : '&7'
Button : Protected
'50':
Button : Display
'51':
type : GLASS_PANE
name : '&7'
Button : Protected
'52':
type : GLASS_PANE
name : '&7'
Button : Protected
'53':
type : GLASS_PANE
name : '&7'
Button : Protected
'54':
type : DIRT
name : '&e&lNatural Drops'
lore :
- '&7This is if natural drops are toggled'
- '&7when this mob dies or block is broken.'
- '&7'
- '&eCurrently : &f{naturalDrops}'
- '&7'
- '&7To edit this setting go into the'
- '&7configuration files and change the'
- '&7boolean then do /customdrops reload'
- '&7to reload the drops.'
Button : Protected
mobs.yml
Code (YAML):
# ==================================================================================================================== #
# This plugin works off the EntityType enum, so all valid mobs for custom mob drops can be found here:
# https://goo.gl/dzwI5Q
#
# So for example if you wanted to make it so iron golems dropped Emeralds, you would set it up like this:
# IRON_GOLEM:
# '1':
# type: EMERALD
# amount:
# min: 2
# max: 3
# chance: 100.0
#
# This means that the IronGolem, when killed, will drop between 2-3 emeralds with a 100%
# chance. If you want it to have the chance of dropping nothing it would look like this:
#
# IRON_GOLEM:
# '1':
# type: EMERALD
# amount:
# min: 0
# max: 3
# chance: 100.0
#
# This then makes it so that it will choose a random number between 0 and 3. And if it lands
# on 0 it won't drop.
#
# The type of the item can be any of the examples below:
# EMERALD, 'EMERALD', 388, '388:0'
#
# However if you do something like this it will break the plugin:
# 'DYE:13'
#
# You can also set custom exp amounts to be dropped, so to do that you can add: 'EXP: (amount)' so it would look
# like this:
#
# IRON_GOLEM:
# EXP: 200
# '1':
# type: EMERALD
# amount:
# min: 0
# max: 3
# chance: 100.0
#
# If you wanted to add enchants to a custom item you can add them like this:
#
# IRON_GOLEM:
# EXP: 200
# '1':
# type: EMERALD
# amount:
# min: 0
# max: 3
# chance: 100.0
# enchants:
# - PROTECTION_ENVIRONMENTAL:4
#
# Which would give those Emeralds Protection 4. However make sure that the
# names of the enchants you use are the same from this link:
# https://goo.gl/wmJmbP
#
# To enable or disable NaturalDrops add a section under the entity type, an
# example is shown below:
#
# PIG:
# NaturalDrops: true
#
# Setting NaturalDrops to true will enable them, whereas setting it to false
# will disable them. By default if there is no setting set for any mob then
# the natural drops are enabled by default.
#
# Also you'll notice that at the top of the config there is a section called
# Looting, which will allow you to increase the drops when people kill the mobs
# with looting on their weapon. If you have applyToDrops set to true then when
# someone kills for example a blaze that has the following setup:
#
# BLAZE:
# '1':
# type: BLAZE_ROD
# amount:
# min: 1
# max: 3
# chance: 100.0
#
# That means that whenever someone kills a blaze they'll get 1-3 drops as well as
# 2 extra drops for each level of looting on their sword.
#
# If you'd like to give an item that has the Unbreakable tag, NOT the enchant, then you can set up a item section
# in the following way:
#
# BLAZE:
# '1':
# type: DIAMOND_PICKAXE
# unbreakable: true
# amount:
# min: 1
# max: 1
# chance: 100.0
#
# Here is a list of all possible mob head types:
#
# Bat, Blaze, Black_Cat, Ginger_Cat, Siamese_Cat, Cave_Spider, Chicken, Cow, Creeper, Charged_Creeper, Donkey, Elder_Guardian, Enderman,
# Endermite, Ender_Dragon, Evoker, Ghast, Guardian, Black_Horse, Brown_Horse, Chestnut_Horse, Creamy_Horse, Dark_Brown_Horse, Gray_Horse,
# White_Horse, Skeleton_Horse, Zombie_Horse, Husk, Illusioner, Iron_Golem, Brown_Llama, Creamy_Llama, Gray_Llama, White_Llama, Magma_Cube,
# Mooshroom, Mule, Ocelot, Blue_Parrot, Cyan_Parrot, Gray_Parrot, Green_Parrot, Red_Parrot, Pig, Polar_Bear, Black_Rabbit, Black_and_White_Rabbit,
# Brown_Rabbit, Gold_Rabbit, Salt_and_Pepper_Rabbit, The_Killer_Bunny, White_Rabbit, Black_Sheep, Blue_Sheep, Brown_Sheep, Cyan_Sheep, Silver_Sheep,
# Gray_Sheep, Green_Sheep, Light_Blue_Sheep, Lime_Sheep, Magenta_Sheep, Orange_Sheep, Pink_Sheep, Purple_Sheep, Rainbow_Sheep, Red_Sheep, Wither,
# White_Sheep, Yellow_Sheep, Shulker, Silverfish, Skeleton, Slime, Snow_Golem, Spider, Squid, Stray, Vex, Villager, Vindicator, Witch,
# Wild_Wolf, Tamed_Wolf, Zombie, Zombie_Pigman, Zombie_Butcher_Villager, Zombie_Cleric_Villager, Zombie_Farmer_Villager, Zombie_Librarian_Villager,
# Zombie_Nitwit_Villager, Zombie_Smith_Villager, Fish, Clownfish, Salmon, Pufferfish
#
# If you want to send a command when a mob is killed then all you have to do is add a Command section to the mob section,
# for example:
#
# CustomDrops:
# ZOMBIE:
# EXP: 10
# NaturalDrops: true
# '1':
# chance: 5.0
# amount:
# min: 1
# max: 2
# commands:
# - 'give {p} diamond_sword 1'
# - 'msg {p} Congratulations on winning a diamond sword with a 5% chance from killing a Zombie!'
#
# The way the amount works with commands is if it has a random amount, it will run the command x amount of times
# that was randomly chosen between the numbers.
#
# ==================================================================================================================== #
# If you have anymore questions, please feel free to contact me on SpigotMC or reply to the discussion section of the
# plugin page.
# ==================================================================================================================== #
CustomDrops:
COW:
NaturalDrops : false
EXP : 0
'1':
type : COOKED_BEEF
amount:
min : 1
max : 3
chance : 100.0
'2':
type : LEATHER
amount:
min : 1
max : 2
chance : 100.0
PIG:
NaturalDrops : false
EXP : 0
'1':
type : COOKED_PORKCHOP
amount:
min : 1
max : 3
chance : 100.0
CHICKEN:
NaturalDrops : false
EXP : 0
'1':
type : COOKED_CHICKEN
amount:
min : 1
max : 1
chance : 100.0
'2':
type : FEATHER
amount:
min : 0
max : 2
chance : 100.0
IRON_GOLEM:
NaturalDrops : false
EXP : 0
'1':
type : IRON_INGOT
amount:
min : 2
max : 3
chance : 100.0
CREEPER:
NaturalDrops : false
EXP : 0
'1':
type : GUNPOWDER
amount:
min : 0
max : 2
chance : 100.0
'2':
type : TNT
amount:
min : 0
max : 1
chance : 33.0
PIG_ZOMBIE:
NaturalDrops : false
EXP : 0
'1':
type : ROTTEN_FLESH
amount:
min : 0
max : 1
chance : 100.0
'2':
type : GOLD_NUGGET
amount:
min : 0
max : 1
chance : 100.0
'3':
type : GOLD_INGOT
amount:
min : 0
max : 1
chance : 20.0
HORSE:
NaturalDrops : false
EXP : 0
'1':
type : SPAWNER
spawner : 100
name : '&cHorse Spawner'
amount:
min : 0
max : 1
chance : 100.0
WITHER_SKELETON:
NaturalDrops : true
'1':
amount:
min : 1
max : 1
chance : 15.0
commands :
- 'give {p } diamond_sword 1'
- 'msg {p } Congratulations on winning a diamond sword with a 5 % chance from killing a Wither Skeleton!'
# This plugin works off the EntityType enum, so all valid mobs for custom mob drops can be found here:
# https://goo.gl/dzwI5Q
#
# So for example if you wanted to make it so iron golems dropped Emeralds, you would set it up like this:
# IRON_GOLEM:
# '1':
# type: EMERALD
# amount:
# min: 2
# max: 3
# chance: 100.0
#
# This means that the IronGolem, when killed, will drop between 2-3 emeralds with a 100%
# chance. If you want it to have the chance of dropping nothing it would look like this:
#
# IRON_GOLEM:
# '1':
# type: EMERALD
# amount:
# min: 0
# max: 3
# chance: 100.0
#
# This then makes it so that it will choose a random number between 0 and 3. And if it lands
# on 0 it won't drop.
#
# The type of the item can be any of the examples below:
# EMERALD, 'EMERALD', 388, '388:0'
#
# However if you do something like this it will break the plugin:
# 'DYE:13'
#
# You can also set custom exp amounts to be dropped, so to do that you can add: 'EXP: (amount)' so it would look
# like this:
#
# IRON_GOLEM:
# EXP: 200
# '1':
# type: EMERALD
# amount:
# min: 0
# max: 3
# chance: 100.0
#
# If you wanted to add enchants to a custom item you can add them like this:
#
# IRON_GOLEM:
# EXP: 200
# '1':
# type: EMERALD
# amount:
# min: 0
# max: 3
# chance: 100.0
# enchants:
# - PROTECTION_ENVIRONMENTAL:4
#
# Which would give those Emeralds Protection 4. However make sure that the
# names of the enchants you use are the same from this link:
# https://goo.gl/wmJmbP
#
# To enable or disable NaturalDrops add a section under the entity type, an
# example is shown below:
#
# PIG:
# NaturalDrops: true
#
# Setting NaturalDrops to true will enable them, whereas setting it to false
# will disable them. By default if there is no setting set for any mob then
# the natural drops are enabled by default.
#
# Also you'll notice that at the top of the config there is a section called
# Looting, which will allow you to increase the drops when people kill the mobs
# with looting on their weapon. If you have applyToDrops set to true then when
# someone kills for example a blaze that has the following setup:
#
# BLAZE:
# '1':
# type: BLAZE_ROD
# amount:
# min: 1
# max: 3
# chance: 100.0
#
# That means that whenever someone kills a blaze they'll get 1-3 drops as well as
# 2 extra drops for each level of looting on their sword.
#
# If you'd like to give an item that has the Unbreakable tag, NOT the enchant, then you can set up a item section
# in the following way:
#
# BLAZE:
# '1':
# type: DIAMOND_PICKAXE
# unbreakable: true
# amount:
# min: 1
# max: 1
# chance: 100.0
#
# Here is a list of all possible mob head types:
#
# Bat, Blaze, Black_Cat, Ginger_Cat, Siamese_Cat, Cave_Spider, Chicken, Cow, Creeper, Charged_Creeper, Donkey, Elder_Guardian, Enderman,
# Endermite, Ender_Dragon, Evoker, Ghast, Guardian, Black_Horse, Brown_Horse, Chestnut_Horse, Creamy_Horse, Dark_Brown_Horse, Gray_Horse,
# White_Horse, Skeleton_Horse, Zombie_Horse, Husk, Illusioner, Iron_Golem, Brown_Llama, Creamy_Llama, Gray_Llama, White_Llama, Magma_Cube,
# Mooshroom, Mule, Ocelot, Blue_Parrot, Cyan_Parrot, Gray_Parrot, Green_Parrot, Red_Parrot, Pig, Polar_Bear, Black_Rabbit, Black_and_White_Rabbit,
# Brown_Rabbit, Gold_Rabbit, Salt_and_Pepper_Rabbit, The_Killer_Bunny, White_Rabbit, Black_Sheep, Blue_Sheep, Brown_Sheep, Cyan_Sheep, Silver_Sheep,
# Gray_Sheep, Green_Sheep, Light_Blue_Sheep, Lime_Sheep, Magenta_Sheep, Orange_Sheep, Pink_Sheep, Purple_Sheep, Rainbow_Sheep, Red_Sheep, Wither,
# White_Sheep, Yellow_Sheep, Shulker, Silverfish, Skeleton, Slime, Snow_Golem, Spider, Squid, Stray, Vex, Villager, Vindicator, Witch,
# Wild_Wolf, Tamed_Wolf, Zombie, Zombie_Pigman, Zombie_Butcher_Villager, Zombie_Cleric_Villager, Zombie_Farmer_Villager, Zombie_Librarian_Villager,
# Zombie_Nitwit_Villager, Zombie_Smith_Villager, Fish, Clownfish, Salmon, Pufferfish
#
# If you want to send a command when a mob is killed then all you have to do is add a Command section to the mob section,
# for example:
#
# CustomDrops:
# ZOMBIE:
# EXP: 10
# NaturalDrops: true
# '1':
# chance: 5.0
# amount:
# min: 1
# max: 2
# commands:
# - 'give {p} diamond_sword 1'
# - 'msg {p} Congratulations on winning a diamond sword with a 5% chance from killing a Zombie!'
#
# The way the amount works with commands is if it has a random amount, it will run the command x amount of times
# that was randomly chosen between the numbers.
#
# ==================================================================================================================== #
# If you have anymore questions, please feel free to contact me on SpigotMC or reply to the discussion section of the
# plugin page.
# ==================================================================================================================== #
CustomDrops:
COW:
NaturalDrops : false
EXP : 0
'1':
type : COOKED_BEEF
amount:
min : 1
max : 3
chance : 100.0
'2':
type : LEATHER
amount:
min : 1
max : 2
chance : 100.0
PIG:
NaturalDrops : false
EXP : 0
'1':
type : COOKED_PORKCHOP
amount:
min : 1
max : 3
chance : 100.0
CHICKEN:
NaturalDrops : false
EXP : 0
'1':
type : COOKED_CHICKEN
amount:
min : 1
max : 1
chance : 100.0
'2':
type : FEATHER
amount:
min : 0
max : 2
chance : 100.0
IRON_GOLEM:
NaturalDrops : false
EXP : 0
'1':
type : IRON_INGOT
amount:
min : 2
max : 3
chance : 100.0
CREEPER:
NaturalDrops : false
EXP : 0
'1':
type : GUNPOWDER
amount:
min : 0
max : 2
chance : 100.0
'2':
type : TNT
amount:
min : 0
max : 1
chance : 33.0
PIG_ZOMBIE:
NaturalDrops : false
EXP : 0
'1':
type : ROTTEN_FLESH
amount:
min : 0
max : 1
chance : 100.0
'2':
type : GOLD_NUGGET
amount:
min : 0
max : 1
chance : 100.0
'3':
type : GOLD_INGOT
amount:
min : 0
max : 1
chance : 20.0
HORSE:
NaturalDrops : false
EXP : 0
'1':
type : SPAWNER
spawner : 100
name : '&cHorse Spawner'
amount:
min : 0
max : 1
chance : 100.0
WITHER_SKELETON:
NaturalDrops : true
'1':
amount:
min : 1
max : 1
chance : 15.0
commands :
- 'give {p } diamond_sword 1'
- 'msg {p } Congratulations on winning a diamond sword with a 5 % chance from killing a Wither Skeleton!'
Quick facts
- Edition: Minecraft Java
- File type: .jar
- Minecraft versions listed: 1.7, 1.8, 1.9
- How to install: Install the matching mod loader (Forge, Fabric or NeoForge) for your Minecraft version. → Download the .jar. → Put it in the .minecraft/mods folder and launch that loader profile.
- Where to get it: Opens on Spigot — not every file is mirrored on our own servers.
Install steps are the general flow for this file type — see the MC Java Mods guides for the full walkthrough.
[1.6 - 1.13] CustomDrops [PENDING RECODE] is a free Minecraft Java mod. Compatible with Minecraft 1.7, 1.8, 1.9, 1.10 and newer. Downloaded 22,765 times (via Spigot). Download it and open it directly in the game.
![[IMG]](http://proxy.spigotmc.org/091a0a7fd4c40628b450970e5f7682ac3b46c9ab?url=https%3A%2F%2Fmedia.discordapp.net%2Fattachments%2F604359081364553768%2F691344619933532271%2Felixirbanner.gif)