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🧟 Mutant boss — every detail

The boss editor

FieldBehaviour
Enemy classInfected 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.
HPVirtual health pool: real damage is intercepted and converted — no one-shot headshots; the boss only dies when the pool hits 0.
RadiusDamage counts from any distance (snipers included) — but loot only goes to players who dealt damage and are inside the radius when the boss dies.
DamageScaleMultiplier on the damage the boss deals.
Items per playerHow 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 tableThe 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.
BroadcastsSpawn and death announcements to all players (toggle + free text).
Top damage bonusToggle + count: the top damage dealer gets N extra loot rolls on top of their normal ones, plus their own message.
SaveChunked 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:

EffectBehaviour
AddsSpawns a reinforcement wave — infected or animal class + count. “Adds” is the usual MMO term for extra enemies that come to the boss’s aid.
AnnouncementA global broadcast when the phase is reached.
Self-healingThe boss heals a configured amount of health.
EnrageIncreases the damage the boss deals from this phase on.
Periodic addsKeeps spawning further waves on an interval until the fight ends.
Add corpses clean themselves up about 20 s after death, and living adds are removed when the fight ends — long wave fights do not litter the server. Ordinary map infected are untouched.

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.

1

Death broadcast

To all players, if enabled.

2

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”.

3

Top damage bonus

The top damage dealer additionally gets the configured bonus rolls plus their own message.

4

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)

ControlBehaviour
On/offMaster switch for the scheduler.
Interval / cooldownHow often a boss may spawn, and the pause after a fight.
PointsX/Z rows: “+ point here” (your position), “+ map” (picker) or typed manually; deletable one by one.
Preset per pointClick-through button cycling all presets plus “random”.
SaveTakes effect live — the scheduler re-arms immediately, no restart needed; one-boss-at-a-time still applies.

Design tips

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