Creating a ScriptableObject instance of a Created Asset

I was following the tutorial above and it shows how to create an inventory item as a ScriptableObject and hooking into Unity’s menu system to create these on the fly as assets. In the tutorial he makes a public object and assigns the inventory manually to the GameObject.

I want to be able to create a new ScriptableObject based on the Asset. For example if i create an Inventory item called “Broad Sword” and assign its properties (attack, cost, ect) then I want to be able to create a ScriptableObject of that BroadSword and not just a generic ScriptableObject.

If anyone running across this is looking for an answer you can use the following code:

MyScriptableObject myObj = Resources.Load(‘asset_name’) as MyScriptableObject;