I am bending my mind around scrolling in combat currently. This is signifcantly differnt from main map, because:
1. Camera shift to current actor/attacked pc can have any scroll direction and must cover a lot of squares in one sweep, ideally with a speed that is related to the distance jumped (scrolled then).
2. Camera will have to follow moving NPC in varous instances. This has to be synched with the jump to actor as an actor might start moving while the camera still homes in on him.
3. Also, there is the key/click driven scrolling when the player moves a pc. This is most similar to main map, but again diagonals are possible here.
4. Finally, the manual panning of the camerea via keys is another instance for scrolling.
Especially the long distance camera sweeps will require lots of dynamic or preoloading of the encounter area (and its actosr, props, height shadows). All just brainstorming which might not make much sense after further investigation

...
Edit: Mastering these techniques might enable us to do ingame cutscenes at a later stage (in additon to cut scene dialogue without particitpation of party which is currently possible already - via smoke and mirros of course

). Hmm, on seocnd thought maybe a script for turning party invisible and moving party position around (gaCutSceneCamera or some such - due to complexity of the instructions required for a staged cutscene likely part fo a custom made IBScript for each cutscene) might already do it for main map actually. Party position is basically the camera into the world - some kind of trickery I already use for the ingame overview maps (where the party becomes a red selection rectangle for scrolling overview maps around).