Avatar Addon — 2.0.0 Overhaul
A Minecraft Bedrock addon that turns the Avatar: The Last Airbender bending system into a full survival gameplay with four elements, the Avatar and Dark Avatar states, a level-based skill tree, bending armour, and a server-side admin panel and many more.
01Introduction
About the addon
Avatar Addon is a Minecraft Bedrock addon that implements the four element bending system from Avatar: The Last Airbender as a playable survival gameplay. Players choose an element (or start as a nonbender), bind moves to their hotbar, and progress through a skill tree by using their bending in combat and traversal. The 2.0.0 Overhaul update is a broad rework of the addon's combat, progression and admin systems.
Features overview
Four elements + two special paths
Air, Water, Earth and Fire, each with a dedicated moveset, plus a Nonbender chi blocking features and an Avatar / Dark Avatar path that combines all four elements.
Unique per move balancing
Every move has its own cost, cooldown, damage tier and unlock requirement from basic bending shots to ultimate techniques.
Skill tree progression
A branching per element skill tree unlocks passive perks and advanced moves as players level up and gain XP to spend on the skill tree .
Bending armour sets
Element themed armour, craftable per element, that gives the wearer certain passive effects and are immune to melee attacks when worn as a complete set.
Full admin control panel
Scroll with the ability for editing world rules, per player settings, world presets, move bans, and no-bending zones without commands.
Movesets & slot binding
Players bind moves to hotbar slots with configurable activation bindings, and can save/load whole movesets to switch loadouts quickly.
Installation requirements and guide
- Both the Behavior Pack and Resource Pack must be applied to the world the addon will not function correctly with only one installed.
- After installing, an operator should run
/function oponce to receive thestafftag required to open the admin menu.
Supported Minecraft versions
| Component | Version |
|---|---|
| Minimum engine version | 1.21.60 |
@minecraft/server |
1.18.0 |
@minecraft/server-ui |
1.0.0 |
02Getting Started
Choosing your element
On first spawn, players open the Choose Bending menu to pick Air, Water, Earth, Fire, Avatar, Dark Avatar or Nonbender. Two world settings change how this works:
- Bending Choice Final — once toggled on, a player's element choice is locked in permanently.
- Bending Choice Random — assigns a random element automatically instead of letting the player pick.
If the Avatar path is enabled for the server (Avatar Publicly Selectable), a player who becomes the Avatar or Dark Avatar additionally chooses a starting element; the remaining three elements are then unlocked in the traditional cycle order (Air → Water → Earth → Fire) as they progress.
Becoming a bender
Choosing an element immediately grants that element's base moveset at level 1. From there, bending level rises through use (see Progression System), of bending moves. The Avatar State itself only becomes available at level 75, and is a distinct on/off ability rather than a permanently active form unless the server admin enables Avatar State Permanent Duration.
Non-bender gameplay
Players who don't choose an element play as Nonbenders. Nonbenders are not left without tools, they get four moves built around chi blocking rather than bending force, like reflecting bending damage back at attackers, a plain dash, a short-range time-rewind that undoes recent damage, and detection of invisible entities. See Nonbenders in the Bending System section for the full list.
Controls & menus
Choose Slots
Bind a move to a hotbar slot (1–9): pick a move in the first column, then pick a slot in the second column. Whatever action you configure for that slot (the "binding") will trigger the bound move while that slot is selected.
Movesets
Save your current slot bindings as a named moveset and reload it later. Useful for keeping a "traveling" set of mobility moves and a separate "combat" set without re-binding every slot by hand.
03Bending System
Airbending
Air is the element of freedom. The Air Nomads detached themselves from worldly concerns, and they found peace and freedom.
Airbending favors movement and survival utility over raw damage. Dashes, launches, scooters, spirit form and crowd control pushes and pulls. It trades hard hitting combat for the best mobility in the addon.
Blasts a slow-moving ball of air that does high damage and explodes on impact.
Blasts a focused shot of air that does damage and knockback.
Dash forward with force. Look at a wall or player within 50 blocks to pull yourself to them with an impact burst, look straight down to slam into the ground, or dash forward if nothing's in range.
Launch yourself into the air with a gust of wind - about 12 blocks!
Leap forward with a burst of air, about 5 blocks forward. Using with an elytra will give you a boost.
Pull entities towards you with a gust of air, with a range of around 32 blocks.
As long as you have chi, you can rush in any direction on a burst of air.
Create a ball of air that you can ride around on. It's a bit slow, but it's fun!
Charge up a shockwave of air that does damage and knockback in a large area, and shoots out 4 trailing blasts.
Shoot a focused shot of air that does high damage and knockback, but the damage starts at 0 and increases the farther the shot travels.
Enter your spirit form (spectator mode) and fly around as a spirit. You can't interact with the world, but you can see everything! If you fly more than 32 blocks away from your body, you'll be teleported back to it. If you re-enter your body, you'll be brought back into your normal form. If somebody hits your body (your 'spirit marker') while you're in spirit form, you'll be brought back into your normal form.
Shoot a blast of air with slight curve and homing that does damage and knockback in a 3 block area.
Generate a continuous puff of air that pushes entities away from you. Great for crowd control! If you're sneaking, it will pull entities towards you instead.
Shoot a curving air blast into the sky that comes back down on homing in on your enemies!
Create a tornado of air that does damage and knockback in a 2 block area.
Shoot a focused shot of air that bounces off walls! Each bounce increases the damage.
Waterbending
Water is the element of change. The people of the Water Tribes are capable of adapting to many things.
Waterbending is the generalist kit, healing (Focus Heal, Healing Cloud), offense (Torrent, Hydroshock, Tidal Slice), utility (Frost Walker, grapples), and situational bloodbending during a full moon. Not the best at any one thing, but strong everywhere.
Control entities when the moon is full. You can move them around.
Heal yourself for a small amount of health, and clear some negative status effects.
Freeze nearby opponents in place for 3 seconds with a blast of frosty air.
Basically the frost walker enchantment, but in a move! Walk on water and freeze it as you go.
Launch yourself into the air with a geyser of water, about 10 blocks!
Create a gush of water locks onto the nearest entity and follows them, doing damage and knockback.
Create a cloud of healing that heals you and your allies in a 16 block radius.
Converts all your remaining water into a shockwave that does huge damage and knockback in a 12 block area.
Create a spike of ice that does damage and launches entities high into the air, or you if you're standing on it.
Shoot a line of spikes far out in front of you, doing damage and stunning opponents.
Create a wave of spikes directly in front of you, doing damage and stunning opponents.
Form a block of ice that you can shoot at your enemies by punching it, doing damage and knockback.
Create a stream of water that pushes entities away from you, or if aimed at the ground, pushes you away from the stream.
Form a charged splash of water that does damage and knockback in a 6 block area.
Slice through your enemies with a wave of water that does damage and a large pushback.
Shoot a torrent of water at your enemies.
Grapple onto blocks, entities, and players with a vine that you can shoot out of your hand. This move has a ton of combos and uses, so experiment with it! If you're in the air and grapple an entity, it's pulled towards you and stalled in the air for a combo (punch it). If you hook down while in the air, you'll shoot to the ground and create a shockwave, which launches
Grab onto all nearby entities in a 32 block radius with a poisonous vine, doing damage and pulling them towards you.
Earthbending
Earth is the element of substance. The people of the Earth Kingdom are diverse and strong. They are persistent and enduring.
Earthbending leans into defense and heavy single hits walls and shields that block projectiles, spikes and shockwaves for area damage, plus Seismic Sense for vibration-based tracking and Metal Hook / Magma Surge for advanced players. Also doubles as a mining tool via Earth Search and Earth Headbutt.
Summon 4 small blocks of earth that you can shoot at your enemies by punching, doing damage and knockback.
Create a large spike of earth that does damage and launches entities high into the air, or you if you're standing on it.
Dash and smash through walls and enemies alike (headfirst)! Good for quick mining missons.
Hurl a rock at your enemies, doing damage and knockback.
Create a pillar of earth that does damage and knockback, or lifts you up if you're standing on it.
Create a fissure in the earth in front of your feet to trap opponents underground.
Search the blocks under you (depth of 256) for any kind of ore, even not naturally occurring ones (diamond blocks, for example).
Create a shield of earth around you that blocks projectiles and entities.
Slam the ground and create a shockwave of earth that does high damage in a 9 block area.
Shoot a line of spikes far out in front of you, doing damage and stunning opponents.
Spread a wave of spikes directly in front of you, doing damage and stunning opponents.
Escape caves and other tight spaces by burrowing to the surface! Takes you to the highest block above you.
Create a wall of earth in front of you that blocks projectiles and entities.
Create an actual earthquake that does (minor) damage and knockback in a 20 block area, but serves to slow down (with Slowness II) and disorient your enemies. It lasts for as long as you have chi.
Create a shockwave of magma that rapidly expands outwards up to 9 blocks, dealing damage and knockback to entities in its path. It lasts for 3 seconds, and while charging it entities are pulled towards the center of the shockwave.
Grapple onto blocks, entities, and players with a metal hook that you can shoot out of your hand. This move has a ton of combos and uses, so experiment with it! If you're in the air and hook an entity, it's pulled toward you and stalled in the air for a combo (punch it). If you hook down while in the air, you'll shoot to the ground and create a shockwave, which launches mobs into the air. If you then look up and grapple them, you'll pull yourself up towards them and stall in the air for another combo!
See the world around you in a new way, by sensing the vibrations in the earth. This move draws colored lines to the closest 5 entities (in a 48 block radius) around you! The color of the line indicates the entity's type. Red is hostile, green is neutral, blue is items, players are orange, and the rest is yellow!
Firebending
Fire is the element of power. The people of the Fire Nation have desire and will, and the energy and drive to achieve what they want.
Firebending is the highest raw damage in the addon: fireballs, flame waves, and dedicated lightning techniques (Lightning Burst, Lightning Sweep, Thunderclap) that stun or knock back. Fire Boosters and Fire Jump/Leap give it its own mobility.
Shoot a blast of fire that bounces off walls! Each bounce increases the damage.
Charge up a beam of long range explosive energy that explodes on impact and shoots instantly.
Slam to ground and create a shockwave burst of fire, doing damage and knockback in a 4 block area.
...
Summon a 3 trails of fire that converge on your target, doing damage and setting them on fire.
Create a shockwave of electricity that does damage and knockback in a 8 block area.
Lets you fly by shooting out fire! If you ram into entities, it does damage.
Ignite your spirit mid-fight to gain a burst of extra health!
Jump high into the air with a burst of fire, about 6 blocks!
Leap forward with a burst of fire, about 5 blocks forward. Using with an elytra will give you a boost.
Spread a wave of fire directly in front of you, doing damage and setting enemies on fire.
Create a continuous aura of fire around you that reflects damage and sets the enemies who hit you on fire!
Shoot a blast of fire at your enemies, doing damage and setting them on fire.
Create a wave of fire that does damage and sets enemies on fire in a 8 block area.
Dash forward and leave a trail of fire in your wake, damaging and knocking back enemies!
Shoot a burst of lightning that launches you backwards into the air, and does shotgun style damage to entities in front of you.
Shoot an arc of lightning directly forward, which will stun the first 3 entities it touches for 3 seconds.
Shoot a curving fire shot into the sky that comes back down on homing in on your enemies in a arc pattern!
A powerful move meant for only the firebender royal family. Channel all your power into one super powerful bolt of lightning! It does a ton of damage and knockback, but takes a while to charge up. It's range is roughly 32 blocks.
Avatar
The avatar is the master of all four elements. It is their duty to bring balance to the world.
The Avatar has access to every element's moveset plus the Avatar State itself, unlocked at level 75, and three Supercharged techniques (Air Shove, Earth Shield, Fire Shockwave, Frost Breath) gated behind levels 70 through 100 as the ultimate expression of each element.
Enter or exit the avatar state at will.
Push the air around you to damage and launch all nearby entities up to 150 blocks away.
Raise a powerful earth barrier that continuously repels all entities around you. Must be grounded.
Release a massive blue-fire shockwave with no damage cap that blasts everything around you.
Exhale a wave of freezing air that locks nearby players and slows mobs in place. Requires water.
Dark Avatar
A corrupted Avatar with destructive spiritual power.
Dark Avatar is a separate, unstable moveset built around control and devastation
A massive spiritual chaos beam that weakens targets it hits.
A supercharged tornado that pulls targets in, damages them, burns them, and slows them.
Unleash three successive fire shockwaves that blast and ignite everything in range. Blue flames at level 100.
Summon an expanding wave of water that grows in radius, dealing damage to all caught in it.
Fire a travelling tornado that pulls and damages any entity it passes through.
An expanding elemental shockwave that launches enemies away and applies elemental damage.
Nonbenders
Nonbenders are people who are not born with the ability to bend an element. They are still capable of great things.
Nonbenders trade bending power for chi blocking style a bending-damage reflect (Boomerang), a plain dash, a Rewind that undoes recent damage, and Truesight to reveal invisible entities.
While the move is active, all damage you receive *from bending* is reflected back to the entity that dealt it. The move lasts for 5 seconds, and has a cooldown of 15 seconds.
Quickly dash forward 5 blocks.
Rewind your position to where you were when you activated the move after 3 seconds, recovering all damage received in the meantime.
See invisible entities and players while the move is active.
04Ability Reference
Every move in the addon, filter by element or search by name. Damage is shown at both level 1 (base) and level 100 (max), in raw damage points and in hearts (1 heart = 2 damage points), since the two aren't the same number.
| # | Name | Element | Type | Cost | Cooldown | Dmg (Lvl 1) | Dmg (Lvl 100) | Unlock | Description |
|---|
05Progression System
XP & Levels
Bending level runs from 1 to 100 and increases by landing hits, using moves, and engaging in combat all feed level progress. Two admin configurable multipliers control the pace server-wide:
- Bending Level Speed — multiplier on how fast players gain bending levels (default 1.0).
- Bending Speed — multiplier on chi regeneration per tick (default 1.0).
Damage scaling
Every damage dealing move belongs to a damage tier, and that tier's output scales with the player's bending level a fresh level 1 bender hits noticeably softer than a level 100 bender using the exact same move:
| Tier | Damage @ Level 1 | Damage @ Level 100 |
|---|---|---|
| Light | 4.9 dmg (2.45 ♥) | 9.7 dmg (4.85 ♥) |
| Medium | 7.3 dmg (3.65 ♥) | 14.5 dmg (7.25 ♥) |
| Medium+ | 8.6 dmg (4.3 ♥) | 17.0 dmg (8.5 ♥) |
| Heavy | 9.8 dmg (4.9 ♥) | 19.4 dmg (9.7 ♥) |
| Ultra | 13.5 dmg (6.75 ♥) | 26.7 dmg (13.35 ♥) |
Skill trees
Each element has its own skill tree of passive perks and unlockable moves (for example, Air's tree branches from a Core node through Warrior's Spirit, Chi Infusion, Twinkle Toes and Airflow branches, ending in leaf perks like Redirection, Wind Dash, or Air Spirit). Some perks apply passive gameplay changes directly, such as disabling fall damage or hunger, or turning off mob aggro.
Admins can toggle Skill Tree Fully Unlockable to let players unlock every node regardless of level, which is also what the built-in Combat Features world preset does automatically for everyone on the server.
Unlocking abilities
Most moves unlock by progressing through the relevant element's skill tree and bending moves. A handful of high-level techniques unlock purely by bending level instead, this is how the Avatar's Super moves and the Dark Avatar's signature techniques are level gated:
| Move | Path | Level required |
|---|---|---|
| Super Air Shove | Avatar | 70 |
| Elemental Typhoon | Dark Avatar | 70 |
| Chaos Beam | Dark Avatar | 75 |
| Super Earth Shield | Avatar | 80 |
| Super Firewall | Dark Avatar | 80 |
| Supernova | Dark Avatar | 85 |
| Super Fire Shockwave | Avatar | 90 |
| Super Tsunami | Dark Avatar | 90 |
| Super Frost Breath | Avatar | 100 |
| Super Typhoon | Dark Avatar | 100 |
Mastery
The Avatar State itself is unlocked as a distinct skill_required gate (avatar_state) at
level 75, and its duration scales between the server's configured minimum (at level 75) and maximum (at level 100)
unless Avatar State Permanent Duration is enabled, in which case it no longer expires on its own. Server admins
can also enable an Avatar State Resurrection effect with its own cooldown, acting as a totem style save
while the Avatar State is active.
06Armour & Equipment
Bending armour
Each of the four core elements has a full armour set (helmet, chestplate, leggings, boots) themed and designed to that element. Wearing a complete set of four pieces from the same bending armour grants a passive effect dependin on the bending type. Mixing bending armour with any vanilla or unrelated piece breaks the set bonus.
Crafting recipes
Every bending armour piece is crafted at a crafting table:
| Element | Key materials | Base piece |
|---|---|---|
| Air | Orange Wool, Red Wool, Brown Wool | Diamond armour |
| Water | Ice, Packed Ice | Diamond armour |
| Earth | Obsidian, Amethyst Shard | Diamond armour |
| Fire | Netherrack, Magma Block | Diamond armour |
For example, the Earth Helmet uses a shaped recipe of Obsidian around a Diamond Helmet. An Airbender's Glider item also has its own dedicated crafting recipe.
Tea & consumables
The addon also adds a full tea-brewing item set (crafted using a Water Cup as a base ingredient), with dozens of variants, each carrying a different buff:
| Item | Effect |
|---|---|
| Jasmine Tea / Cold Jasmine Tea | Regeneration |
| Nomad Tea, Spirit Tea (+ cold variants) | Slow Falling, Jump Boost, Speed |
| Ginger / Ginseng / Oolong Tea (+ cold variants) | Absorption |
| Chi Tea / Cold Chi Tea | Restores 50 / 25 chi and clears Slowness & Weakness |
| Red-Blooded Nephew Tea (+ cold variant) | Random Strength or Weakness |
| White Jade Tea (+ cold variant) | Fatal Poison |
| White Dragon Tea (+ cold variant) | Cures Fatal Poison, grants Regeneration + Absorption |
07Admin Guide
Server admins run /function op once to receive the staff tag, which grants access
to the Admin Settings menu. Everything below is configured through the in-game UI so no commands required
after the initial setup.
Admin commands
| Function | Effect |
|---|---|
| /function op | Grants the current player the staff tag needed to open the admin menu. |
| /function auto_run | Internal tick/setup function run automatically by the addon; not intended to be run manually. |
Configuration options (Basic World Settings)
| Setting | Description |
|---|---|
| Bending Enabled (Global) | Master switch for bending on the whole server. |
| Set Homes Enabled | Enables the player homes system. |
| Auto Clear TNT / TNT Minecarts | Periodically removes TNT entities, while preserving TNT that existed in the world before the addon started tracking it. |
| Auto Clear Maps | Clears map items, including from player inventories. |
| Auto Clear Creaking Hearts / Sculk Catalysts / Admin Items | Additional world cleanup toggles for lag-prone blocks and leftover admin items. |
| Keep Inventory (Toggle) | Server-side keep inventory rule. |
| Lock Nether / Lock End / Dimension Lock | Restrict travel to specific dimensions. |
| Bending Choice Final / Random | Locks element choice permanently, or assigns elements randomly. |
| Avatar Publicly Selectable | Allows players to choose the Avatar element themselves. |
| Avatar Reset On Death (Avatar State) | Resets the Avatar's progress if they die while in the Avatar State. |
| Avatar State Permanent Duration | Removes the timer on the Avatar State entirely. |
| Avatar State Duration (Lvl 75 / Lvl 100) | Minimum and maximum Avatar State duration in seconds, scaled by level between these two values. |
| Avatar State Resurrection + Cooldown | Totem like save effect while in the Avatar State, with its own cooldown. |
| Block Perfect / Good Window (min/max, ticks) + Cooldown (ms) | Tuning for the timing-based blocking system. |
| Redirection Cooldown (ms) | Cooldown for the Redirection skill tree perk. |
| Skill Tree Fully Unlockable | Lets players unlock every skill tree node regardless of level. |
| Bending Speed | Chi regeneration multiplier (default 1.0). |
| Bending Level Speed | Bending level-up speed multiplier (default 1.0). |
Player settings
| Action | Effect |
|---|---|
| Change Level | Directly sets a player's bending level, which also affects their chi regeneration and available moves. |
| Change Style | Reassigns a player's bending element. |
| See Inventory | Views a player's current inventory. |
| Clear / View Ender Chest | Views or wipes a target player's ender chest. |
| Reset Player | Resets a player's skill tree, style, and all moves back to default. |
| Give / Remove Infinite Chi | Grants unlimited chi, letting a player spam every move with no chi cost. The menu itself warns this can cause serious server lag if overused, especially with multiple players or particle-heavy moves. |
Ban moves, elements & zones
Ban Moves / Ban Elements
Disable specific individual moves or entire elements server wide from a selection menu.
Non-bending Zones
Create, edit, or delete zones where bending is restricted. Inside a zone you can ban specific moves only; if no moves are explicitly banned in a zone, all bending is disabled there by default.
World presets
| Preset | Effect |
|---|---|
| Standard Features | The addon's default configuration. Re-applying it resets world-level settings without touching already-affected players. |
| Combat Features | Fully unlocks all players' skill trees (current and future), sets everyone to level 100, gives everyone every move, shrinks the world border, and disables homes. |
| Server Features | Enables every element except the Avatar, sets a very large 100,000 block world border, and enables homes and teams. |
Debug tools
The admin menu includes a debug damage that can be turned on in the Admin Settings.
08Developer Documentation
Script structure
All gameplay logic lives under BP/scripts/avatar/:
avatar/
index.js entry point: subscribes every world/system event
utils.js shared helpers (vectors, damage, tracing, block sets)
damageTiers.js DAMAGE_TIERS constants used by every move
core/
elements/
import.js aggregates all element definitions
<element>/
<element>.js element definition: name, moves[], skillTree, runtime
moves/*.js one file per move
trees/main.js skill tree definition
runtimes/* per-tick element runtime logic
player/
bender.js per-tick bender runtime (chi, cooldowns, level gating)
setup.js player data initialization, level/state persistence
load.js load hooks
hud.js HUD rendering
events/ one file per subscribed Minecraft script event
scroll/ all server-ui menu screens (admin, skill tree, slots...)
quests/ quest definitions
tutorial/ in-game tutorial steps
Adding new moves
Every move file exports a single move object with a consistent shape:
const move = {
name: { translate: 'elements.<element>.moves.<key>.name' },
description: { translate: 'elements.<element>.moves.<key>.description' },
cost: 25, // chi cost
cooldown: 10, // seconds
type: 'standard', // standard | duration | charge | dragon
id: 29, // unique numeric id across the whole addon
tier: 'HEAVY', // key into DAMAGE_TIERS
damage: {
base: DAMAGE_TIERS.HEAVY,
multiplied: 0
},
// optional gating, used mainly by Avatar / Dark Avatar moves:
// level_required: 70,
// skill_required: 'avatar_state',
activate(player, PLAYER_DATA) {
// move logic: particles, entity queries, applyBendingDamage, etc.
}
}
export default move;
New moves are registered by importing them into the relevant <element>.js file's moves array, and adding matching name/description keys to en_US.lang (and any other
supported languages).
Adding elements
An element is defined the same way dark_avatar.js composes borrowed moves from other elements
alongside its own: an object with name, description, breakdown, color, icon, a chiCode/chiCodeOverflow pair, a moves array, a skillTree, and a runtime function called every tick. New
elements are then registered in core/elements/import.js.
API usage
The addon subscribes to the following @minecraft/server world/system events from index.js:
| Event | Used for |
|---|---|
| scriptEventReceive | Custom scripted commands / debug triggers |
| playerBreakBlock (before) | Mining-related move interactions |
| itemUse / itemCompleteUse / itemStartUse / itemReleaseUse / itemStopUse | Tea items, water cups, held-item based moves |
| entityHurt | Bending armour set-bonus healing reflect |
| entityHitEntity / entityHitBlock | Melee-triggered move logic |
| playerDimensionChange | Dimension lock enforcement |
| entitySpawn / entityDie | Mob related cleanup and bending interactions |
| playerPlaceBlock | Block placement based move interactions |
| playerSpawn | Player data setup / rejoin handling |
Shared utility functions in utils.js include vector helpers (calcVectorOffset, calculateDistance, calculateKnockbackVector, normalizeVector), a groundBlocks set used by earth-affecting moves, applyBendingDamage, ray tracing
(traceLine, isRayClear), bending-resistance calculation, and a delayedFunc tick-delay helper used throughout the move files.
09Troubleshooting
Common errors
Admin menu won't open
Run /function op as the player who needs access. This grants the staff tag the
menu checks for; without it, the addon shows a "no permission" message.
Missing textures, particles, or UI
Confirm both the Behavior Pack and Resource Pack are applied — installing only one is the most common cause of missing bending particles, armour textures, or menu icons.
A move is unusable even though the tree shows it unlocked
Some moves gate on bending level rather than skill tree state (see the Progression System table). Confirm the player's actual level with the admin panel's Change Level screen.
Known issues
- No Current Known Issues.
10Credits & Community
These folks make all this possible so a big shout out to them.
Authors
- GlitchyTurtle32
- IBklolpop3
Developers
- PV
Translators
- Zuxian
- GlitchyTurtle32
- theoneloading
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