I don't know what interpolate means, but I'll figure it out later.
/* Simple linear interpolation. */
int interpolate( int level, int value_00, int value_32 )
return value_00 + level * ( value_32 - value_00 ) / 32;
I've been going through objects that require values (and the help values <object> is very useful, thank you) when I noticed a couple of things.
Your welcome, I always found it annoying that it didn't give better info on those lol.
A scroll has a "V5 = (Set to 1 if you want it so spells can be scribed onto it)"
A pill has a "V5 = (Set to 1 if you want it so spells can be concocted into it)"
When I was looking at salve I remembered you could 'mix' one but it requires an "empty tin". I suppose an object can be created as type 'container' but wouldn't that suggest that container should have a value to set if you want to mix in it?
Same with staff/carve and wand/imbue.
You dont need a value for these since those two only can have one spell and if there isn't a spell on it they can put one and if one is on it they can't.
Scrolls, pills and potions can have more then one so it needed something to know if more can be put on it or not. Like I could make 2 heal pills. One with v5 set to 1 (players can add more spells to it), and one with v5 set to 0 (means thats all this pill will do and players can't add anything else to it).
You wouldn't create the object as a container. You would go ahead and create it as what you want. Like a pill you could set to type pill, v5 to 1, the rest of the values to 0. Then players can use concoct to put spells on it.