Examples
            
            #292
          
          
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         Yeah that's pretty much the idea. Usually you'd have one prototree per project defining the general item properties, which can be overridden by individual items, if needed. And the inventory is, as you said, just a collection of items, plus some optional constraints.  | 
  
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I'm relatively new to coding (started teaching myself about 6 months ago now), though I think I would consider myself an intermediate Godot user at this point. Anyway I'm having some trouble figuring out how this system all works with the prototypes and prototrees. I think it's the right setup for what I want to do so I don't want to give up. Does anyone have any examples they can share (beyond what's in the repository already). I'd love to see how others have set things up.
Generally I think it goes like this:
Is that generally the idea of how this is set up?
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