I looked into this fist vs magic energy ball question.
It seems the calculations are done as follows (simplified):
Code:
float baseProjectileDamage = rayman.chargetime_in_milliseconds / 750f + 2f;
float projectileDamage;
if(fist)
projectileDamage = LimitToRange(baseProjectileDamage, 6, 10);
else if(magic_ball)
projectileDamage = LimitToRange(baseProjectileDamage, 2, 6);
So yes, the magic energy balls are definitely less powerful. One thing though is that there are a lot of places in Rayman's code where "chargetime_in_milliseconds" is set to a constant value like 600 (sometimes also 0 or 500). I assume it does so when jumping for example (since you can't charge in the air).
Also, for simplicity's sake I didn't include the two inaccessible fist types, which are the rebounding fist and a fist affected by gravity.
Cages have 4HP (pirates can have 6, 15, 30 or 4 HP depending on a dsgVar) and do take damage using GetColliderReal which is set to the projectileDamage value.
At least, that's how it was
supposed to work. However, at some point the developers decided that each hit on the cage would subtract exactly 1 HP, and they set this right after reading the damage value from the projectile:
Code:
UByte_3 = Int(GetColliderReal(0));
UByte_3 = 1;
SubHitPoints(Me, UByte_3);
So that's why every cage takes 4 hits to destroy despite Rayman's projectiles normally doing higher damage.
Damage should work correctly on the pirates (at least when they're standing still. if you hit them while they are not colliding with the ground, they'll take damage in the same way as the cage).
PS: I forgot to mention this before, and I assume Robin already told people in the modding server by now, but a lot of the controls I mentioned before actually do work, but the effect is a bit hidden. For example, Numpad 0 enables a look mode if you hold it for a while, but it only works in certain places (where there is no camera modifier). Non-numpad 5 allows you to switch between "Mario" controls and tank controls, but the tank controls are already mostly removed and this toggle only affects one mode for Rayman: "gi" or overhead climbing. You can test it where you climb the spider web toward the yellow lum. It's almost impossible to survive this part with tank controls thanks to all the zombie chickens attacking you...