The aforementioned shop from the previous post.
There was some progress in developing a shop GUI, but my team was not available at the moment, so I had to design one. Note the above screen is not final. But it has everything it needs to show right now: The buy/sell prices (note that not all vendors will sell at the same price and/or buy your stuff), shop names (person's name if it's a street vendor), item description, and your cash.
The same GUI might be used to purchase equipment using war funds to customize your team for large scale macrobattles, but that's to be approved.
The Buy/Sell Items switches between buying and selling items. The Shop Inventory and your inventory will eventually be merged into one box. I liked the left and right side comparison, but it leaves no room to put in the important 'Item Details' box (at least for equipment anyways). It might be a bit empty for things like crafting material, which are essentially two liners, but that will have to do for now.
If you sold something by accident, you can buyback your items from the store at the price you sold it, but it must be done before exiting the shop menu.
The Compare button, when you are buying items and have a piece of equipment selected, allows you to compare that with the weapons the party has equipped, displaying their weapon name, base damage, accuracy, cooldown, and the most prominent special attribute. If you are comparing accessories, your team's currently equipped accessories will be displayed instead.
Keep in mind the game will not suggest whether the accessory you are going to buy will benefit your team as there are many different ways you can build your character. For weapons, there will be a general indicator to tell you whether damage dealt/cooldown/accuracy is better or worse than what they're holding, but not for other attributes, which may or may not be important during a battle. Don't forget you can always switch weapons during a fight to take advantage of the enemy's status (and elemental) weaknesses.