🧟 Mutant boss — every detail
The boss editor
| Field | Behaviour |
|---|---|
| Enemy class | Infected or animal (wolf, bear, even small ones like chickens) via the enemy picker — animals use the exact same boss mechanics including the virtual health pool and phases. Validated server-side. |
| HP | Virtual health pool: real damage is intercepted and converted — no one-shot headshots; the boss only dies when the pool hits 0. |
| Radius | Damage counts from any distance (snipers included) — but loot only goes to players who dealt damage and are inside the radius when the boss dies. |
| DamageScale | Multiplier on the damage the boss deals. |
| Items per player | How many weighted rolls each eligible player gets from the table (default 1, max 20). Raise it for strong bosses so a kill drops several items. Identical results are summed up in the reward message (“6x Bandage, 1x AKM”). |
| Loot table | The same row editor as the wheel (label/class/quantity/weight/attachments). Each player rolls as often as items per player says — the rolls are independent, so the same item can come up more than once. Quantity means pieces: stackable items (ammo, nails …) arrive as one bundled stack, large amounts as several full stacks. |
| Broadcasts | Spawn and death announcements to all players (toggle + free text). |
| Top damage bonus | Toggle + count: the top damage dealer gets N extra loot rolls on top of their normal ones, plus their own message. |
| Save | Chunked in both directions — large loot tables and many phases save reliably. |
The phase editor
Phases fire once when the virtual health drops below a threshold (e.g. 75 % / 50 % / 25 %). Every effect can be switched on individually:
| Effect | Behaviour |
|---|---|
| Adds | Spawns a reinforcement wave — infected or animal class + count. “Adds” is the usual MMO term for extra enemies that come to the boss’s aid. |
| Announcement | A global broadcast when the phase is reached. |
| Self-healing | The boss heals a configured amount of health. |
| Enrage | Increases the damage the boss deals from this phase on. |
| Periodic adds | Keeps spawning further waves on an interval until the fight ends. |
Spawning
At my position or on the map (map picker: drag = pan, click = mark, confirm = spawn). Only one boss at a time is ever active — manual or automatic. With the LBmaster mod installed and the ZYADCore toggle LBmaster Map enabled, the boss gets a live map marker plus a 3D marker in the world.
Fight & rewards
Players nearby see the boss health bar at the top (tracking the virtual health); each player’s damage is tracked server-side for the whole fight.
Death broadcast
To all players, if enabled.
Loot handout
Everyone who dealt damage and is inside the radius gets as many weighted rolls from the loot table as items per player says (into the inventory, otherwise at their feet), plus a personal message “Reward received: NxItem”.
Top damage bonus
The top damage dealer additionally gets the configured bonus rolls plus their own message.
Ranking
For two minutes a bar reads “Boss defeated – [CTRL + L] for ranking”;
CTRL+L opens the sorted damage list (rank/name/damage). The kill is written
to Mutant/logs/kills.log; with analytics enabled a MutantKilled event
goes to the dashboard.
Automation (auto-spawns)
| Control | Behaviour |
|---|---|
| On/off | Master switch for the scheduler. |
| Interval / cooldown | How often a boss may spawn, and the pause after a fight. |
| Points | X/Z rows: “+ point here” (your position), “+ map” (picker) or typed manually; deletable one by one. |
| Preset per point | Click-through button cycling all presets plus “random”. |
| Save | Takes effect live — the scheduler re-arms immediately, no restart needed; one-boss-at-a-time still applies. |
Design tips
- HP scales how long the fight lasts, DamageScale how dangerous it is — “needs more players” = raise HP, “scarier” = raise DamageScale.
- There are no guaranteed drops — weight must-have items heavily and put chase items behind the top damage bonus.
- Quantity means pieces: for stackable goods enter the real number you want (ammo “20”, not “1”).
- Wheel tickets as a boss drop make a strong chase item — see tickets.
- Items per player is the reward dial for boss strength: standard boss 1, world boss 3–5. More rolls smooth out bad luck but also make rare entries show up more often — at high values, adjust the weights of your top items.
- Phases carry the drama: healing at 50 % plus enrage at 25 % turns a bullet sponge into a fight.
- Keep automation points away from safe zones and be generous with the cooldown — rarity is what keeps world bosses special.