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Validate actual generated physical damage and resource outcomes

Extend the existing generated-packet bridge for client issue #1 with 30 physical attacks produced by actual equipped native Player/Attack/Mob objects. This validates the paired non-dagger weapon stat selection correction rather than supplied one-point damage.

Retain a checksummed corpus and exact client code/probe provenance at 23628b60ad981d3075e6efba8971746d0e776711. Six native compatibility jobs each generate basic sword/bow/claw attacks and low/high Power Strike. Java validates all bytes and target sums; running-server fixtures are always non-GM Beginners and assert matching equipped attributes, actual target HP loss, skill MP, projectile consumption, unchanged currency, zero-MP ordinary attacks, insufficient-MP and unlearned rejection. The existing validation-only CI job checks the new corpus.

Validation: 30 protocol cases and the complete disposable running-server suite passed (6,845 assertions, including existing magic/status/persistence controls). The paired native probe passed 1,041 component checks. No server production combat logic changes. Dagger scaling is a separate unresolved decision in #50. Full physical skill support, action timing, native input and foreign rendering remain unverified.

Related #42 and client #1 (closed); neither is closed. Depends on !86 and its prerequisites. No merge or deployment. Fixtures use private Docker/tmpfs state and never connect to the campaign.

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