Roll dodge, shield block and finite spells in Godot
Here we will add a roll, a block, a spell shot with a sort of one bullet that then needs to be reloaded. Then I will tell a couple of words about the pipelines and two scripts I created to help, because an established workflow is the most important thing to have.
The rolling animation is a cut rolling animation from Mixamo.
The block and pose, the shield shot, and this sort of shield charge animation I created myself in like two hours.
But thanks to our nice architecture, the animations have little to nothing relation to our model and scripts.

This logic is polished and ready to use, even if we are going to change the animations in the future.
So this is our functionality for now: one projectile attack, two hit attacks which can be redirected and comboed a bit differently, a shield block and roll.
I also have jump here as well, but I moved it to the F button bind and probably won't use it for fighting in the nearest future.
With this modest but complete arsenal, we are ready to duel the mirror. That will be the goal for the next video.
<aside>
This is legit and can be used as godot learning materials, but corresponding videos were recorded prior to godot 4.3. Godot 4.3 introduced new SkeletonModifier3D class and it literally destroyed all my worries about animation problems and solutions listed below.
Watch other videos about SkeletonModifier3D for more details.
</aside>
Now let's review the changes I did to my pipelines.
