
Soul-point death system. Die too often, soul drains, penalties scale from item drops to health loss. Paper/Folia 1.21+.
Die too often and your soul drains. Each death costs a soul point, and the lower your soul gets, the harsher the penalties: item drops, lost hearts, lost money, custom commands. Points come back on their own, on wall-clock time or active playtime.

Each player also has a personal max soul capacity. Killing another player lowers the killer's max, and it only regenerates back over time. Repeat killers walk around with a permanently shallow soul pool.
| Command | Permission |
|---|---|
/lmdp — your soul points |
default |
/lmdp check <player> |
lmdp.check.others |
/lmdp preview — penalty table for every tier |
default |
/lmdp set|give|take <player> <amount> |
lmdp.admin |
/lmdp setmax|givemax|takemax <player> <amount> |
lmdp.admin |
/lmdp reload |
lmdp.admin |
Aliases: /dp, /deathpenalties, /soulpoints. Players with lmdp.bypass skip all penalties.
Expansion identifier is soulpoints:
%soulpoints_current% / %soulpoints_max% → 7 / 10%soulpoints_progress_bar% → ███████░░░%soulpoints_recovery_time% → 2h 15m 30sFull placeholder list on GitHub.
Service-provider API via Bukkit's ServicesManager. SoulPointsChangeEvent is cancellable before the change; SoulPointsChangedEvent fires after. Examples on GitHub.
Full config reference and YAML examples on GitHub.