I thought do slash/fireball with left click and right click shield or other action , parry only available for dagger/sword .
The bow will be very much similar to magic attack only difference is in not spawning explosion scene and decal .
All is pretty much there in KayKit free assets, most of inspiration is from Character controller and RPG course in Gamedev.tv , also projectile logic is from Bramwell Williams video on YouTube , https://youtu.be/vGpFwaLUG4U he solved there projectile, which later was improved here on forum.
This scene tree could maybe be used instead of manually doing if statements trees and call some of the methods in animation tracks with Boolean check and signal be updating booleans based on area3d enter/exit .
Yeah this is one think which I didn’t consider yet as animation dictate length of attack.
Groups or classes, classes might be better.
I haven’t done a such thing before, currently I would need to divide the player and enemy to sub_class which would use different animation_trees.