If possible a method to set the base damage multiplier would be great to allow ingame multiplier adjustments and would remove the need for multiple prefabs just for different multiplier values.
A method to get the multiplier already exists.
e.g:
class HitZone: ScriptAndConfig { //All non true damage taken will be multiplied by this amount proto external float GetBaseDamageMultiplier(); ---> proto external float SetBaseDamageMultiplier(float multiplier); ... }