Wow, thanks for the offer! I'm really touched!
The battle animations and walking animations are handled differently. You do not need to use the 8D Kaduki Battlers script to use the Eight Directional Movement script from Tsukihime.
That said, I generally use Victor's scripts for the character animations. You will need the following from his blog & be place them in your script editor in the order shown below :
- Basic Module (required for his scripts);
- Multi Frames (allowing use of charset with more than 3 frames);
- Diagonal Movement (self-explanatory);
- Character Control (for allowing different graphics for walking, running & jumping).
http://victorscripts.wordpress.com
Please be aware that like any other scripts that have a 'core' script, his scripts may conflict with those from other scripters.
However, it works well with Yami's Symphony Battle Engine and the Holders Battlers add-on, as Victor's scripts modifies the character animation on the map, while Yami's scripts modifies the character animation in battle.
The 3 or 8 frames walking, running, and diagonal sprites that you may be using are usually utilized as animation for walking on the map. Using Victor's scripts will allow those animations to be used while walking or dashing on the map.
The default suffixes required are as follows :
[f8] - for 8 frame sprites
[diag] - for diagonal sprites
[dsh] - for running/dashing sprites
So, examples of how to name your sprites would be :
Actor1 - standard 3 frame walking animation.
Actor1[diag] 3 frame walking, diagonal animation.
Actor1[dsh] 3 frame running animation.
Actor1[diag][dsh] - 3 frame running, diagonal animation.
Actor1[f8] - 8 frame walking animation
Actor1[f8][diag] - 8 frame walking, diagonal animation.
Actor1[f8][dsh] - 8 frame running animation.
Actor1[f8][diag][dsh] - 8 frame running, diagonal animation.
The Holders Battlers are generally used for battle sprite animations and have a default setting on how the animations are handled. That is the reason why you see even ranged battlers moving to the enemy to attack. It will be too long for me to explain, unfortunately. The guide I linked to you before explains how to create a custom battle sprite animation for ranged attacks :
http://forums.rpgmakerweb.com/index.php?/topic/19884-a-guide-to-yamis-battle-symphony/
Read the guide again all the way to number 5 (where the author shows you how to create a custom animation for ranged attack), and number 6 (where the author teaches you how to create a custom throw animation).
Regarding Yanfly's Combat Log Display script - yes, it the one where you select Combat Log to display all the information of what has occurred during the course of the battle.
Personally, if I had to choose, I will go for his Battle Command List script as it will allow me to place custom skills for each actor. It something that will be useful for you since you will have to create custom skills for custom animations (especially: ranged attacks) which need to replace the default 'attack' command.