Somehow I didn’t expect this to have an engine interface, but it turns out that it’s quite reasonable for Window_EquipStatus and only a bit more complex for Window_ShopStatus specifically. The latter fortunately is what BM_ShopCore uses.
(It would actually work already if those windows drew the temporary Actor they use to calculate stat changes, minus Character tags not being taken into account. I’ll fix the latter generally.)
Unlike making the sprites work, this is hopefully not fiendishly complicated, so I’ll give it a go this week.
































