Modul:RecipeTable: Unterschied zwischen den Versionen

Aus Eco - Deutsches Wiki
Wechseln zu:Navigation, Suche
[unmarkierte Version][gesichtete Version]
K (1 Version importiert)
 
(Match EN Version)
 
(26 dazwischenliegende Versionen von 3 Benutzern werden nicht angezeigt)
Zeile 1: Zeile 1:
-- Module:RecipeTable https://wiki.play.eco/en/Module:RecipeTable
local p = {}
local p = {}


-- A cell in the table
local Utils = require("Module:Utils")
function cell( args )
local L = require("Module:Localization")
    local str = ''
    local image
    -- Manual override for image file
    if args[3] then
        image = string.gsub(args[3], ' ', '')
    else
        image = string.gsub(args[2], ' ', '') .. '_Icon.png'
    end
    -- Check if file exists
    --if args[1] == 1 then
    --    if not mw.title.makeTitle('File', image).exists then
    --        image = 'NoImage.png'
    --    end
    --end
    str = str .. '| [[File:' .. image .. '|frameless|50px|link=' .. args[2] .. ']] <br> [[' .. args[2] .. ']] '
    if args[4] ~= nil then
        str = str .. 'x' .. args[4] .. ' |'
    elseif args[5] ~= nil then
        str = str .. '<br> Level ' .. args[5] .. ' |'
    elseif args[6] then
        if args[7] then
            local image2
            -- Manual override for image file
            if args[8] then
                image2 = string.gsub(args[8], ' ', '')
            else
                image2 = string.gsub(args[7], ' ', '') .. '_Icon.png'
            end
            -- Check if file exists
            if args[1] == 1 then
                if not mw.title.makeTitle('File', image2).exists then
                    image2 = 'NoImage.png'
                end
            end
            str = str .. '<br> <br> [[File:' .. image2 .. '|frameless|50px|link=' .. args[7] .. ']] <br> [[' .. args[7] .. ']]'
        end
    else
        str = str .. '|'
    end
    return str
end


-- Header for the wikitable
-- Header for the wikitable
function header( args )
function header(args)
     local headerStr = '{| class=\"wikitable mw-collapsible\" style=\"text-align: center;\"\n|-\n'
     local headerStr = '{| class=\"wikitable mw-collapsible\" style=\"text-align: center;\"\n|-\n'


     -- Show or hide the Crafting Station column
     -- Show or hide the Crafting Station column
     if args[1] == 1 then
     if args[1] == '1' then
         headerStr = headerStr .. '! Crafting Station !'
         headerStr = headerStr .. '! ' .. L.t('Crafting Station') .. ' !'
     end
     end
 
     -- Item, Level Needed, Materials, Crafting Time, Labour Cost and XP Gained Specialty
     -- Item, Skill needed, Materials, Affected by skills
     headerStr = headerStr .. '! colspan=\"4\" | ' .. L.t('Item') .. ' !! colspan=\"4\" | ' .. L.t('Materials') .. ' !! ' .. L.t('Level Needed') .. ' !! ' .. L.t('Crafting Time<br>(mins)') .. ' !! ' .. L.t('Labour Cost') .. ' || ' .. L.t('XP Gained') .. ' !!\n'
     headerStr = headerStr .. '! colspan=\"2\" | Item !! Skill needed !! colspan=\"4\" | Materials !! Crafting <br> time !! style="width: 100px" | Affected <br> by skills\n'
 
     return headerStr
     return headerStr
end
end


-- Row for recipe
function imagedisp(name, nameEN, style, borderColour)
function recipeRow( recipe )
     local borderImageClass = ''
    -- Parse recipe
     local icon
     local checkImage = recipe.checkImage
     if borderColour == 'green' then
     local craftStn = recipe.craftStn
        borderImageClass = ' borderGreen'
     local item1 = recipe.item1
     elseif borderColour == 'yellow' then
    local item2 = recipe.item2
        borderImageClass = ' borderYellow'
    local skillNeed = recipe.skillNeed
     end
    local mater1 = recipe.mater1
     local mater2 = recipe.mater2
    local mater3 = recipe.mater3
    local mater4 = recipe.mater4
     local ctime = recipe.ctime


     -- String to return
     local iconBG
     local row = '|-\n'
     if style == 'tag' then
   
        iconBG = 'iconGrey'
    -- Return '' if item1 or mater1 aren't passed in
        icon = L.tag(name) .. 'Tag'
    if not item1[1] then
         name = L.t('%s Tag'):format(name)
         return ''
     elseif style == 'skill' then
     elseif not mater1[1] then
         iconBG = 'iconBrightBlue'
         return ''
        icon = nameEN
     end
     end


    -- Show or hide the Crafting Station column
     if not icon then
     if recipe.dispCraftStn == 1 then
         icon = name
         row = row .. cell({checkImage, craftStn[1], craftStn[2]})
     end
     end


     -- Add the Item columns
     return Utils.build_icon(icon, name, 'iconRecipe', iconBG, borderImageClass, true) .. '\n[[' .. name .. ']]'
    if item2[1] then
end
        row = row .. cell({checkImage, item1[1], item1[2], item1[3]}) .. cell({checkImage, item2[1], item2[2], item2[3]})
 
     else
function stationcell(args)
        row = row .. '| colspan=\"2\" ' .. cell({checkImage, item1[1], item1[2], item1[3]})
    local str = ''
     end
    str = str .. '| ' .. imagedisp(args[1], args[2])
     return str
end
 
function itemcell(args)
    local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[3])
    str = str .. '<br>x' .. args[2] .. '\n'
     return str
end


     -- Add the Skill needed column
function ingredientcell(args)
     if recipe.skillNeed[1] ~= '' then
    local str = ''
         row = row .. cell({checkImage, skillNeed[1], skillNeed[2], nil, skillNeed[3]})
     local borderColour
    else
     if args[4] == 'False' then
         row = row .. '| \'\'None\'\' |'
         borderColour = 'green'
    elseif args[4] == 'True' then
         borderColour = 'yellow'
     end
     end
 
     if args[1] == 'TAG' then
    -- Add the Materials column
         style = 'tag'
     if mater2[1] then
        if mater3[1] then
            if mater4[1] then
                row = row .. cell({checkImage, mater1[1], mater1[2], mater1[3]}) .. cell({checkImage, mater2[1], mater2[2], mater2[3]}) .. cell({checkImage, mater3[1], mater3[2], mater3[3]}) .. cell({chackImage, mater4[1], mater4[2], mater4[3]})
            else
                row = row .. cell({checkImage, mater1[1], mater1[2], mater1[3]}) .. '| colspan=\"2\" ' .. cell({checkImage, mater2[1], mater2[2], mater2[3]}) .. cell({checkImage, mater3[1], mater3[2], mater3[3]})
            end
         else
            row = row .. '| colspan=\"2\" ' .. cell({checkImage, mater1[1], mater1[2], mater1[3]}) .. '| colspan=\"2\" ' .. cell({checkImage, mater2[1], mater2[2], mater2[3]})
        end
     else
     else
      row = row .. '| colspan=\"4\" ' .. cell({checkImage, mater1[1], mater1[2], mater1[3]})
        style = nil
     end
     end
    return str .. '| ' .. imagedisp(args[2], args[5], style, borderColour) .. '<br>x' .. args[3] .. '\n'
end


     -- Add the Crafting time column
function skillreqcell(args)
     if ctime then
     local str = ''
        row = row .. '| ' .. ctime
     str = str .. '| ' .. imagedisp(args[1], args[3], 'skill')
     else
     str = str .. '<br> ' .. L.t('Level') .. ' ' .. args[2] .. ' \n'
        row = row .. '| \'\'missing\'\''
     return str
    end
   
    row = row .. '\n'
     return row
end
end
-- Does this even exist anymore?
--function groupedskillcell( args )
--    local str = ''
-- str = str .. '| ' .. imagedisp(args[1],args[3])
-- if args[2] ~= nil then
-- str = str .. ' <br> ' .. imagedisp(args[2])
-- end
-- return str
--end


-- Create a wikitable of recipes
-- Create a wikitable of recipes
function p.main( recipes )
function p.main(recipes)
     local rows = ''
     local rows = ''
   
 
     -- find number of times each Affect by Skill occurs
     -- Get each row
     local prevSkill = recipes[1].affSkill1[1]
     for i = 1, #recipes do
    local skillIndex = {}
        -- get information from the current recipe for building
    local prevSkillnum = 0
        local checkImage = recipes[i].checkImage
    for num = 1, #recipes do
        local craftStn = recipes[i].craftStn
        if prevSkill ~= recipes[num].affSkill1[1] then
        local skillNeeds = recipes[i].skillNeeds
            skillIndex[#skillIndex + 1] = prevSkillnum
        --use last variant as this is always the default variant
             prevSkillnum = 1
        local numberOfVariants = recipes[i].numberOfVariants
            prevSkill = recipes[num].affSkill1[1]
        local products = {}
        local ingredients = {}
 
        --loop through variants to select default variant ingredients
if numberOfVariants == 1 then
            ingredients = recipes[i].variants[1].ingredients
             products = recipes[i].variants[1].products
         else
         else
             prevSkillnum = prevSkillnum + 1
        --loop through variants to select default variant ingredients
             for k, v in pairs(recipes[i].variants) do       
                --given pairs doesn't guarantee order, check that product matches default variant
                if k == recipes[i].defaultVariant then
                    ingredients = v.ingredients
                    products = v.products
                end
            end
        end
        local baseCraftTime = recipes[i].baseCraftTime
        local baseLaborCost = recipes[i].baseLaborCost
        local baseXPGain = recipes[i].baseXPGain
 
        -- determine the size needed for products to display correctly
        local ingrednum = #ingredients
        local rowspan = '|'
        local rowspanProducts = '|'
 
        --Code to incorporate rowspan for ingrediants and variants here
        local rowspanCount = 0
 
        --accomodate both variants and multiple ingredients
 
        if ingrednum > 4 then
            rowspanCount = rowspanCount + 2
        end
        --suspect there will be a bug here for many variants & many ingredients - might need x2 multipler per variant.
        if (#recipes == 1) then
            --only add variant rowspans if there is one recipe (i.e. variants will be displayed)
            if tonumber(recipes[i].numberOfVariants) > 1 then
                rowspanCount = rowspanCount + tonumber(recipes[i].numberOfVariants)
                rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
            end
         end
         end
    end
        if rowspanCount > 0 then
    skillIndex[#skillIndex + 1] = prevSkillnum
            rowspan = '| rowspan=\"' .. rowspanCount .. '\" '
            if (#recipes > 1) then
                rowspanProducts = '| rowspan=\"' .. rowspanCount .. '\" '
            else
                rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
            end
        end
 
        -- String to return
        local row = '|-\n'
 
        -- Add new row if products or ingredients are passed in with at least 1 item
        if (products[1] and ingredients[1]) then
 
            -- Show or hide the Crafting Station column
            if recipes[i].dispCraftStn == '1' then
                row = row .. rowspan .. stationcell({ craftStn[1][1], craftStn[1][2] }) .. '\n'
            end
 
            -- Add the products columns
            local prodnum = #products
            for a = 1, prodnum do
                if prodnum == 1 then
                    row = row .. rowspanProducts .. ' colspan=\"4\" '
                end
                if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
                    row = row .. rowspanProducts .. ' colspan=\"2\" '
                end
                row = row .. itemcell({ products[a][1], products[a][2], products[a][3] })
                if (tonumber(numberOfVariants) > 1) then
                    row = row .. '<i>' .. L.t('Has Variants') .. '</i> \n'
                end
            end
 
            -- Add the FIRST row of Ingredients column
            local numing = ingrednum
            if ingrednum > 4 then
                numing = 4
            end
            for b = 1, numing do
                if (ingrednum == 1) then
                    row = row .. '| colspan=\"4\" '
                end
                if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                    row = row .. '| colspan=\"2\" '
                end
                row = row .. ingredientcell(ingredients[b])
            end
 
            -- Add the Skill needed column
            if (skillNeeds[1] ~= '' and skillNeeds[1] ~= nil) then
                row = row .. rowspan .. skillreqcell({ skillNeeds[1][1], skillNeeds[1][2], skillNeeds[1][3] })
            else
                row = row .. rowspan
                if ingrednum > 4 then
                    row = row .. '|'
                end
                row = row .. ' \'\'' .. L.t('None') .. '\'\' \n'
            end
 
            -- Add the Crafting time column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseCraftTime then
                row = row .. baseCraftTime .. '\n'
            else
 
                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end
 
            -- Add the Labour time column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseLaborCost then
                row = row .. baseLaborCost .. '\n'
            else
 
                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end
 
            -- Add the XP gain column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseXPGain then
                row = row .. baseXPGain .. '\n'
            else
 
                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end
 
            -- Add the SECOND row of ingredients to ingredients column if applicable
            if ingrednum > 4 then
                row = row .. '|-\n'
                for b = 5, ingrednum do
                    if (ingrednum == 5) then
                        row = row .. '| colspan=\"4\" '
                    end
                    if ((ingrednum == 6) or (ingrednum == 7 and b == 6)) then
                        row = row .. '| colspan=\"2\" '
                    end
                    row = row .. ingredientcell(ingredients[b])
                end
            end


    -- Get each row
             rows = rows .. row
    local j = 0
    local k = 1
    for i = 1, #recipes do
        -- Main part of the row
        rows = rows .. recipeRow(recipes[i])
       
        -- Affect by Skill
        if j == 0 and recipes[i].affSkill1[1] ~= nil then
             rows = rows .. '| rowspan=\"' .. skillIndex[k] .. '\" ' .. cell({recipes[i].checkImage, recipes[i].affSkill1[1], recipes[i].affSkill1[2], nil, nil, 1, recipes[i].affSkill2[1], recipes[i].affSkill2[2]}) .. '\n'
        elseif recipes[i].affSkill1[1] == nil then
            rows = rows .. '| |\n'
         end
         end
         j = j + 1
 
         if j == skillIndex[k] then
         --Show variants in table if only 1 recipe in list
             k = k + 1
         if (#recipes == 1 and tonumber(recipes[i].numberOfVariants) > 1) then
             j = 0
             for k, v in pairs(recipes[i].variants) do
                --start new row for variants
                row = '|-\n'
                --Skip default variant
                if v.products[1][1] ~= recipes[i].defaultVariant then
                    local prodnum = #products
                    for a = 1, prodnum do
                        if prodnum == 1 then
                            row = row .. rowspanProducts .. ' colspan=\"4\" '
                        end
                        if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
                            row = row .. rowspanProducts .. ' colspan=\"2\" '
                        end
                        row = row .. itemcell({ v.products[a][1], v.products[a][2], v.products[a][3] })
                    end
 
                    --will need to cycle ingrediants to fill out complete table
                    --row = row .. itemcell({v.products[1][1], v.products[1][2]})
                    local numing = ingrednum
                    if ingrednum > 4 then
                        numing = 4
                    end
                    for b = 1, numing do
                        if (ingrednum == 1) then
                            row = row .. '| colspan=\"4\" '
                        end
                        if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                            row = row .. '| colspan=\"2\" '
                        end
                        row = row .. ingredientcell(v.ingredients[b])
                    end
 
 
                end
                rows = rows .. row
             end
         end
         end
     end
     end


     -- Return the full wikitable
     -- Return the full wikitable
     return header({recipes[1].dispCraftStn}) .. rows .. '|-\n|}\n'
     return header({ recipes[1].dispCraftStn }) .. rows .. '|-\n|}\n'
end
end


return p
return p

Aktuelle Version vom 23. August 2021, 07:05 Uhr

Documentation[Quelltext bearbeiten]

This module is a part of the Vorlage:GetRecipes, and is used to generate a wikitable of recipes. It returns a wikitable as a string. The wikitable contains all of the recipes that were passed into the module.

If the template is passed, this module is used with the following Modules:


-- Module:RecipeTable https://wiki.play.eco/en/Module:RecipeTable
local p = {}

local Utils = require("Module:Utils")
local L = require("Module:Localization")

-- Header for the wikitable
function header(args)
    local headerStr = '{| class=\"wikitable mw-collapsible\" style=\"text-align: center;\"\n|-\n'

    -- Show or hide the Crafting Station column
    if args[1] == '1' then
        headerStr = headerStr .. '! ' .. L.t('Crafting Station') .. ' !'
    end
    -- Item, Level Needed, Materials, Crafting Time, Labour Cost and XP Gained Specialty
    headerStr = headerStr .. '! colspan=\"4\" | ' .. L.t('Item') .. ' !! colspan=\"4\" | ' .. L.t('Materials') .. ' !! ' .. L.t('Level Needed') .. ' !! ' .. L.t('Crafting Time<br>(mins)') .. ' !! ' .. L.t('Labour Cost') .. ' || ' .. L.t('XP Gained') .. ' !!\n'
    return headerStr
end

function imagedisp(name, nameEN, style, borderColour)
    local borderImageClass = ''
    local icon
    if borderColour == 'green' then
        borderImageClass = ' borderGreen'
    elseif borderColour == 'yellow' then
        borderImageClass = ' borderYellow'
    end

    local iconBG
    if style == 'tag' then
        iconBG = 'iconGrey'
        icon = L.tag(name) .. 'Tag'
        name = L.t('%s Tag'):format(name)
    elseif style == 'skill' then
        iconBG = 'iconBrightBlue'
        icon = nameEN
    end

    if not icon then
        icon = name
    end

    return Utils.build_icon(icon, name, 'iconRecipe', iconBG, borderImageClass, true) .. '\n[[' .. name .. ']]'
end

function stationcell(args)
    local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[2])
    return str
end

function itemcell(args)
    local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[3])
    str = str .. '<br>x' .. args[2] .. '\n'
    return str
end

function ingredientcell(args)
    local str = ''
    local borderColour
    if args[4] == 'False' then
        borderColour = 'green'
    elseif args[4] == 'True' then
        borderColour = 'yellow'
    end
    if args[1] == 'TAG' then
        style = 'tag'
    else
        style = nil
    end
    return str .. '| ' .. imagedisp(args[2], args[5], style, borderColour) .. '<br>x' .. args[3] .. '\n'
end

function skillreqcell(args)
    local str = ''
    str = str .. '| ' .. imagedisp(args[1], args[3], 'skill')
    str = str .. '<br> ' .. L.t('Level') .. ' ' .. args[2] .. ' \n'
    return str
end


-- Does this even exist anymore?
--function groupedskillcell( args )
--    local str = ''
--	str = str .. '| ' .. imagedisp(args[1],args[3])
--	if args[2] ~= nil then
--		str = str .. ' <br> ' .. imagedisp(args[2])
--	end
--	return str
--end

-- Create a wikitable of recipes
function p.main(recipes)
    local rows = ''

    -- Get each row
    for i = 1, #recipes do
        -- get information from the current recipe for building
        local checkImage = recipes[i].checkImage
        local craftStn = recipes[i].craftStn
        local skillNeeds = recipes[i].skillNeeds
        --use last variant as this is always the default variant
        local numberOfVariants = recipes[i].numberOfVariants
        local products = {}
        local ingredients = {}

        --loop through variants to select default variant ingredients
		if numberOfVariants == 1 then
            ingredients = recipes[i].variants[1].ingredients
            products = recipes[i].variants[1].products
        else
        --loop through variants to select default variant ingredients
            for k, v in pairs(recipes[i].variants) do        
                --given pairs doesn't guarantee order, check that product matches default variant
                if k == recipes[i].defaultVariant then
                    ingredients = v.ingredients
                    products = v.products
                end
            end
        end
        local baseCraftTime = recipes[i].baseCraftTime
        local baseLaborCost = recipes[i].baseLaborCost
        local baseXPGain = recipes[i].baseXPGain

        -- determine the size needed for products to display correctly
        local ingrednum = #ingredients
        local rowspan = '|'
        local rowspanProducts = '|'

        --Code to incorporate rowspan for ingrediants and variants here
        local rowspanCount = 0

        --accomodate both variants and multiple ingredients

        if ingrednum > 4 then
            rowspanCount = rowspanCount + 2
        end
        --suspect there will be a bug here for many variants & many ingredients - might need x2 multipler per variant.
        if (#recipes == 1) then
            --only add variant rowspans if there is one recipe (i.e. variants will be displayed)
            if tonumber(recipes[i].numberOfVariants) > 1 then
                rowspanCount = rowspanCount + tonumber(recipes[i].numberOfVariants)
                rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
            end
        end
        if rowspanCount > 0 then
            rowspan = '| rowspan=\"' .. rowspanCount .. '\" '
            if (#recipes > 1) then
                rowspanProducts = '| rowspan=\"' .. rowspanCount .. '\" '
            else
                rowspanProducts = '| rowspan=\"' .. rowspanCount - recipes[i].numberOfVariants - 1 .. '\" '
            end
        end

        -- String to return
        local row = '|-\n'

        -- Add new row if products or ingredients are passed in with at least 1 item
        if (products[1] and ingredients[1]) then

            -- Show or hide the Crafting Station column
            if recipes[i].dispCraftStn == '1' then
                row = row .. rowspan .. stationcell({ craftStn[1][1], craftStn[1][2] }) .. '\n'
            end

            -- Add the products columns
            local prodnum = #products
            for a = 1, prodnum do
                if prodnum == 1 then
                    row = row .. rowspanProducts .. ' colspan=\"4\" '
                end
                if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
                    row = row .. rowspanProducts .. ' colspan=\"2\" '
                end
                row = row .. itemcell({ products[a][1], products[a][2], products[a][3] })
                if (tonumber(numberOfVariants) > 1) then
                    row = row .. '<i>' .. L.t('Has Variants') .. '</i> \n'
                end
            end

            -- Add the FIRST row of Ingredients column
            local numing = ingrednum
            if ingrednum > 4 then
                numing = 4
            end
            for b = 1, numing do
                if (ingrednum == 1) then
                    row = row .. '| colspan=\"4\" '
                end
                if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                    row = row .. '| colspan=\"2\" '
                end
                row = row .. ingredientcell(ingredients[b])
            end

            -- Add the Skill needed column
            if (skillNeeds[1] ~= '' and skillNeeds[1] ~= nil) then
                row = row .. rowspan .. skillreqcell({ skillNeeds[1][1], skillNeeds[1][2], skillNeeds[1][3] })
            else
                row = row .. rowspan
                if ingrednum > 4 then
                    row = row .. '|'
                end
                row = row .. ' \'\'' .. L.t('None') .. '\'\' \n'
            end

            -- Add the Crafting time column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseCraftTime then
                row = row .. baseCraftTime .. '\n'
            else

                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end

            -- Add the Labour time column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseLaborCost then
                row = row .. baseLaborCost .. '\n'
            else

                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end

            -- Add the XP gain column
            row = row .. rowspan
            if rowspanCount > 1 then
                row = row .. '|'
            end
            if baseXPGain then
                row = row .. baseXPGain .. '\n'
            else

                row = row .. rowspan .. ' \'\'' .. L.t('Missing') .. '\'\' \n'
            end

            -- Add the SECOND row of ingredients to ingredients column if applicable
            if ingrednum > 4 then
                row = row .. '|-\n'
                for b = 5, ingrednum do
                    if (ingrednum == 5) then
                        row = row .. '| colspan=\"4\" '
                    end
                    if ((ingrednum == 6) or (ingrednum == 7 and b == 6)) then
                        row = row .. '| colspan=\"2\" '
                    end
                    row = row .. ingredientcell(ingredients[b])
                end
            end

            rows = rows .. row
        end

        --Show variants in table if only 1 recipe in list
        if (#recipes == 1 and tonumber(recipes[i].numberOfVariants) > 1) then
            for k, v in pairs(recipes[i].variants) do
                --start new row for variants
                row = '|-\n'
                --Skip default variant
                if v.products[1][1] ~= recipes[i].defaultVariant then
                    local prodnum = #products
                    for a = 1, prodnum do
                        if prodnum == 1 then
                            row = row .. rowspanProducts .. ' colspan=\"4\" '
                        end
                        if ((prodnum == 2) or (prodnum == 3 and a == 2)) then
                            row = row .. rowspanProducts .. ' colspan=\"2\" '
                        end
                        row = row .. itemcell({ v.products[a][1], v.products[a][2], v.products[a][3] })
                    end

                    --will need to cycle ingrediants to fill out complete table
                    --row = row .. itemcell({v.products[1][1], v.products[1][2]})
                    local numing = ingrednum
                    if ingrednum > 4 then
                        numing = 4
                    end
                    for b = 1, numing do
                        if (ingrednum == 1) then
                            row = row .. '| colspan=\"4\" '
                        end
                        if ((ingrednum == 2) or (ingrednum == 3 and b == 2)) then
                            row = row .. '| colspan=\"2\" '
                        end
                        row = row .. ingredientcell(v.ingredients[b])
                    end


                end
                rows = rows .. row
            end
        end
    end

    -- Return the full wikitable
    return header({ recipes[1].dispCraftStn }) .. rows .. '|-\n|}\n'
end

return p