Animation Types - otigon/automated-jb2a-animations GitHub Wiki
Animation Types in A-A are divided into 6 Categories
Each category denotes how the Primary Animation section will play its animation.
Melee

Melee Animations function 2 ways and requires a Target to function.
- Mimics the swing of a Melee attack when in close quarters
- Allows for setting a "Range" style attack in the Range Switch section to use when outside of melee distance
Range

Range Animations are intended for all Range style attacks and require a Target to function.
On Token

On Token Animations can be configured to play on Targets, Self, Both, or Target defaulting to Self (if not targets selected). This Animation type plays directly on the given token.
Templates

Template Animations require a Template to be placed as part of the Item use (or placed manually before item use for systems that do not automate this).
Aura

Aura Animations are Persistent Animations that stick to the Token. They are intended for emanating type effects outward from a location.