So I deduce this is 2D
Ashbash56 Should i have all the hit-boxes for each weapon be directly in the player scene? or should i make different scenes that the player scene can call on to enable the different hit-boxes?
the second. more modularity is always better.
Ashbash56 Similarly, should i use a single animation-player and animation tree for all the animations? or should i split up the animations into different animation-players specific to each weapon?
eh... if the weapons just move, parent them to a node that is animated and have them be moved by the node. but if they need animations of their own like more parts or are animated sprites, I think it would be better for them to have their own AnimationPlayer, but simpler states, like if it's like a swing, you trigger the swing independently from the AnimationTree, don't create a copy of the AnimationTree in each scene. But if it's like a thing that rotates, that could be self contained since it would just loop.
If the weapons are too dependent on the main AnimationTree, then yes, they should be with the player scene.
Ashbash56 follow-up question, if i do end up doing different animation-players, can they all be referenced by the same animation-tree or would i also need to make separate trees as well?
Animation NAMES must be the same to work with an AnimationTree, this includes the path to the Animation library, but otherwise everything can be made modular in godot, as long as you replace a thing that needs a path with another with the same path name.