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; }