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Add independent outgoing and received damage multipliers - #160
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Adds separate optional mods for X's damage dealt and either player's damage received, with independent multiplier choices from 0.1x to 10x. Fractional HP carries between hits, so five ordinary 2-HP hits at 0.1x cost 1 HP total. Damage saturates safely at 127 HP; native immunities, Zero's outgoing damage, armor order and instant-death hazards retain their existing behavior.
Applies the multipliers in generated and interpreted combat paths, preserves fractional state in snapshots/rewind and co-op simulation, and enables adaptive widescreen for fresh profiles. Existing saved mod choices remain intact. Includes the portable Windows prerelease v2.3.13-damage.2.
Validation: the initial full gate passed 36 checks (two optional Saber checks skipped). The final fractional implementation passed exhaustive arithmetic/bounds tests, native/interpreted/mirrored combat with native and imported weapons, real character selection, armor and fatal hazards, repeated fractional contacts across a frame and save/load, and render rollback. Matched Highway gameplay confirmed two shots at 1x versus one at 3x for a 2-HP enemy, and 2 HP received at 1x versus fractional accumulation at 0.1x. Packaged ZIP contents, executable identity and GitHub asset digest were verified.