Actually, I'm quite familiar with XML now, so most of the XML-related stuff shouldn't be much of a problem.
The issue is:
We can't use a dictionary to store the items the are dropped on the input.
Because dictionaries don't allow multiple keys with the same name.
So what we need is a way to differentiate between multiple instances of the same object or to merge multiple instances into one dictionary entry.
If we got this to work, then there wouldn't be any problem whatsoever.
Actually, I have difficulties understanding the ID system you tried to explain.
What do you mean by ID? Based on what pattern do you want to generate it?
What do you mean by Creation? Do you mean the output of a crafting process? Do you want to backtrack after crafting something?
[quote:1hbgiadr]check the Item count with the current picked to where if we have two stone dictionary a counted for and two item it would know to use them both. Would we use a loop here something like Loop 1-(count(//ItemID)
If you explained this to me a bit more detailed, we could surely come to a solution.
(As I said, the XML parsing shouldn't be much of a problem)
I think, I found a solution, just need to test it.
This is what I think of:
When adding the items on the crafting table ("Input") to the dictionary, we could simply check whether a same key already exists.
If it does, we add 1 to its value, if it doesn't, we create a new one.
I'll post a new reply if it works. It should.