{
  // Wedge spawn config. Restart the SPT server after editing.
  //
  // These are the defaults every player falls back to. Anything you change in the game's F12 menu
  // overrides them for raids you host, without writing to this file.
  "debugLogs": false,

  // Master switch. Off keeps the mod loaded (so profiles holding his gear stay valid) but stops him
  // spawning anywhere.
  "enabled": true,

  // Spawn chance scales with the raid's level: 10% at level 15, +5% every 5 levels, capped at 25%
  // (e.g. lvl 20 = 15%, lvl 30+ = 25%).
  "levelScaling": true,

  // Co-op: average the level of everyone signed in to the server instead of just the host, so the
  // chance tracks the whole squad. Off = host's level only. Solo plays the same either way.
  "groupScaling": true,

  // How recently a player must have pinged the server to count toward the group average, in minutes.
  "groupWindowMinutes": 10,

  "baseLevel": 15,
  "baseChance": 10,
  "chancePerStep": 5,
  "stepLevels": 5,
  "chanceCap": 25,

  // Flat chance used only when levelScaling is false.
  "flatChance": 15,

  // Guards escorting Wedge. Used as-is when partyScaling is false.
  "escortAmount": "3",

  // Send more guards against a bigger party. Read from the same active-player list as the level
  // average, so it counts everyone signed in to the server rather than this raid specifically.
  "partyScaling": true,

  // Guards by party size: solo, duo, then the last entry for anything larger.
  "guardsByPartySize": [3, 4, 6],

  // easy, normal, hard or impossible. Anything else fails bot generation.
  //
  // Expect little from these. MoreBotsAPI pins every custom bot role to the "normal" block, and his four
  // difficulty blocks are identical copies of each other in any case — so there is nothing for the other
  // three to change. Left here because the wave carries the value, not because it does much. Health
  // below is the balance lever that works.
  "bossDifficulty": "normal",
  "guardDifficulty": "normal",

  // Percentage of their template health. 100 leaves them as shipped.
  "bossHealthPercent": 100,
  "guardHealthPercent": 100,

  // Seconds into the raid before he arrives. 0 puts him in at raid start. Raise it if you keep running
  // into him on top of your own spawn — anything above 0 is treated as at least 10 seconds, because
  // below that the engine drops him on the same spawn point every raid instead of picking one.
  "spawnDelaySeconds": 0,

  // His spawn zones are read off each map — every zone that owns a scav-side boss spawn point — and he
  // picks one at random per raid. Names listed here are struck off. Zryachiy's island is excluded by
  // default: it's his scripted arena, and anyone dropped there is stuck behind the treatment plant.
  "excludedZones": ["Zone_Island"],

  // Maps Wedge can spawn on. Remove an entry to disable it.
  //
  // Not listed, on purpose: Ground Zero (low) and Labyrinth carry no boss spawn zones at all, so
  // nothing the server sends can place him there. Ground Zero 20+ does have one and is included.
  // The Lab ("laboratory") works but starts off — add it here or tick it in F12 to let him roam
  // there. With Blackout installed the server ignores it either way: Blackout's own Wedge already
  // holds the place.
  "enabledMaps": [
    "rezervbase", "tarkovstreets", "bigmap", "factory4_day", "factory4_night",
    "interchange", "lighthouse", "sandbox_high", "shoreline", "woods"
  ]
}
