case AM_TWILIGHT1:
case AM_TWILIGHT2:
case AM_TWILIGHT3:
make_per = pc->checkskill(sd,AM_LEARNINGPOTION)*50
+ pc->checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
+ (st->int_/2)*10 + st->dex*10+st->luk*10;
if(homun_alive(sd->hd)) {//Player got a homun
int skill2_lv;
if((skill2_lv=homun->checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
make_per += skill2_lv*100; //+1% bonus per level
}
switch(nameid){
case ITEMID_RED_POTION:
case ITEMID_YELLOW_POTION:
case ITEMID_WHITE_POTION:
make_per += (1+rnd()%100)*10 + 2000;
break;
case ITEMID_ALCHOL:
make_per += (1+rnd()%100)*10 + 1000;
break;
case ITEMID_FIRE_BOTTLE:
case ITEMID_ACID_BOTTLE:
case ITEMID_MENEATER_PLANT_BOTTLE:
case ITEMID_MINI_BOTTLE:
make_per += (1+rnd()%100)*10;
break;
case ITEMID_YELLOW_SLIM_POTION:
make_per -= (1+rnd()%50)*10;
break;
case ITEMID_WHITE_SLIM_POTION:
case ITEMID_COATING_BOTTLE:
make_per -= (1+rnd()%100)*10;
break;
//Common items, receive no bonus or penalty, listed just because they are commonly produced
case ITEMID_BLUE_POTION:
case ITEMID_RED_SLIM_POTION:
case ITEMID_ANODYNE:
case ITEMID_ALOEBERA:
default:
break;
}