Alright, I have an idea of what happened, I encountered the same problem in my mod. I'm curious on how you fixed it.
Nevermind, I'll walk you through how I isolated the problem and solved it.
That's the battle animation tab for Lyn in my mod, for now everything looks good, if you play test the changes and shoot an enemy at range 2, the battle screen works.
However, at range 1, the battle screen freezes when it's time for Lyn to act.
At the same time, when repeating the same action with animation off, the game runs fine.
That's definitively an animation problem, either missing frames or more likely missing code. Let's look more closely at the editor.
Pay close attention, if you just press "play animation" to check your work, you might not see it because it will play 2 frames and then skip to a working sequence (mode 5).
If you check the right column, you'll see "mode 1 melee animation" with just 1 frame and a code 01. Same with mode 3.
As a reference, that's what a working animation sequence looks like:
For demo's sake we have made certain the sword melee animation works beforehand (spoiler, it does).
Now, I could painstakingly copy/paste (within the editor) the frames and commands I need to get the animation working, but there might be something simpler to work with and easier to visualize. Like a text file.
Let's export the battle animation into a temporary folder and make sure to dump all files. Among them, there's a txt.file (note, this one is from nomad trooper male but the point stands)
Notice the near empty entries for mode 1 (melee) and mode 3 (melee critical) compared to mode 5 (ranged) and mode 6 (ranged critical).
The solution is simple, just copy the content of mode 5 into mode 1 and mode 6 into mode 3.
it should look like this:
Save the file and re-import them. Test your changes in the editor, save your changes and play test it.
Yup, it works.