Arrow keys: Normal attack SAME arrow key TWICE: Directional special TWO DIFFERENT arrow keys: Omnidirectional special Space: Switch weapons (Note: Not all weapons have two specials. The bow and dagger only have a directional special, and the axe only has an omnidirectional one.) An attack test for a game I may or may not ever make. (The same game as https://scratch.mit.edu/projects/737199857/ , for the record.) These are five of about six weapons I want to try coding (sword, bow, axe, dagger, alchemy, and magic), and I'm going to start work on the last in the next couple days! As of April 3 there were only the sword, bow, axe, and dagger. The only code that really differs is the visual stuff, but that does make up the bulk of the thing. Timing is a bit tricky if you're not used to it—you need to press the second key during the windup for the attack. If you wait too long, you'll miss your chance and just do a normal attack, and if you're not careful of the cooldowns your first key press might not even register. The dagger has a particularly narrow window due to its speed. Attacks have a cooldown. Sometimes special attacks have fixed, longer cooldowns, but you can change the cooldown for most attacks with the "Delay" slider. Known bugs/inconsistencies/unintended features: —You can perform multiple successional directional specials in the same direction by holding down the key after the second press (or spam dir. specials after a normal attack with one held press). Current plan is to treat it as a feature. —If you quickly use the bow's directional special after firing right when the delay is 0.13 or less, you can fire a second bow at a 90-degree angle that will also do a special attack, more reliably as delay decreases. I have no idea what's up with this aside from that it's probably somehow making a fourth arrow clone that doesn't know it's an arrow. The fact that it can only follow a right-side attack is INCREDIBLY baffling. Current plan is to just not worry about it. Maybe code hitboxes with it in mind if I ever get that far, to let the imaginary speedrunners have their day.