Best practice for GLoot Prototypes/Prototrees for huge amount of different items?

Godot Version

4.5

Question

Hello there. I am cooking up a little game and I need an inventory system so I turned to the addon GLoot which looks good for my purposes. I’ve mostly gotten the hang of it but I have a question regarding prototypes:

Are they supposed to represent each individual item in the game (i.e. one prototype for each item, resulting in a massive json file that contains everything) or are they supposed to represent each type of item (i.e. one prototype for weapons, one prototype for armor, one prototype for furniture, resulting in a smaller json file)?

I realize that this might be a question that can have different answers depending on the application, so for my purpose I want to have hundreds, up to thousands of different items for each type, so I care about scalability. And while this is a GLoot-oriented question, if you have a different solution to suggest I’m all ears.

I can provide more information if needed. Thanks in advance!

I have not used it, but in the GitHub about section it clearly says:

"Prototypes define common properties for inventory items and items based on a prototype have the same properties as the prototype. "

Hello, yes I have read the documentation a lot and have come to the conclusion that each prototype is supposed to be a type of item. What I can’t wrap my head around is how to handle the data of each individual item. If, for example, the way to go is to store it in one or multiple .json files, then I might as well do it in the prototree, which is also a .json file and interacts with GLoot directly. This is why I asked the question in the first place, should items be scenes or resources or entries in a file?