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            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;
                }
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