Not so much burn out, I guess... Just gross mood swings lately.

Heck, I do this to ignore my moods, so stopping might not be an option...
So here's a bunch of shop logic. This is the first time I've actually thought ahead about this and wrote it down--I tried to make a flowchart but that got too confusing for me.
Enter Shop
"Welcome!"
Skip Loop dialogue, goto Buy/Sell/Exit option
Loop:
"How can I help you?"
Option:
Buy -> Goto Buy
Sell -> Goto Sell
Exit -- Exit
B -- Exit
Buy:
"What'll it be?"
(Draw item list.)
Option:
(Choose 1-5)
B -> Undraw Item box > goto Loop
A ->
Select Amount-Buy:
Item > Item is full > "You can't carry any more!" > A/B button wait > goto Buy
Magic > Item is full > "That spell is sold out" > A/B button wait > goto Buy
Equipment > Item Is full > "You can't carry any more!" > A/B button wait > goto Buy
Item is not full > "How many?"
Option:
Left -> Decrease purchase amount (1 item minimum)
Right -> Increase purchase amount (Item: max out at 99 items or 65000 gold) (Magic: Max out at 4) (Equipment: Max out at 16)
B - > Goto Buy
A - >
Confirm Purchase:
"X gold, okay?"
Option:
B - > "Okay, anything else?" > goto Buy:Option
A - >
Item > Player does not have enough money > "You don't have enough money!" > A/B button wait > return to Select Amount-Buy (re-draw "how many?")
Item > Conditions met > Pay > "Thank you! Anything else?" > Goto Buy:Option (do not re-draw list)
Magic > Player does not have enough money > "You don't have enough money!" > A/B button wait > return to Select Amount-Buy (re-draw "how many?")
Magic > Conditions met > Pay > "Thank you! Anything else" > goto Buy:Option (do not re-draw list)
Equipment > Player does not have enough money > "You don't have enough money!" > A/B button wait > return to Select Amount-Buy (re-draw "how many?")
Equipment > Conditions met > If amount equals 1 then goto Equip Now? | If amount over 1 then goto Store Equipment
Equip Now?:
"Do you want to equip it now?"
Option:
B --> goto Select Amount-Buy
No --> goto Store Equipment
Yes -->
(Load Character name list.)
Option: Choose character
B --> goto Equip Now
A -->
Can chosen Character equip it?
No -> "You can't equip that!" -> goto Option: Choose character
Yes ->
Does character have something else equipped?
No -> Pay, update gold > "Thank you! Anything else?" > Goto Buy:Option (do not re-draw list)
Yes ->
Is the equipped item slot over 99 in quantity?
No -> Pay, update gold > "Thank you! Anything else?" > Goto Buy:Option (do not re-draw list)
Yes -> "I'll put it in your bags." > A/B button wait > goto Store Equipment
Store Equipment:
Pay, update gold > "Thank you! Anything else" > goto Buy:Option (do not re-draw list)
________________________
Sell:
"What do you have for me?"
(Load inventory list.)
Option:
(Choose 1-5 per page)
A -> Goto Select Amount:Sell
B -> Undraw Item box > goto Loop
Select Amount:Sell:
"How many?"
All shop types - limit price to 65000
Option:
Left -> Decrease purchase amount (1 item minimum)
Right -> Increase purchase amount (max: total player has)
B - > Goto Sell:Option
A - >
Confirm Sell:
"X gold, okay?"
Option:
B - > "Okay, anything else?" > goto Sell:Option (do not re-draw list)
A - > "Hope I can move this stock..." > Update gold > A/B button wait > goto Sell (reload inventory list)
Anything look weird? I tried to note down everywhere a box would update, but some of it is kind of circular. Anywhere there's "quotes", that implies the shopkeeper's text box updates.
I thought having a limit of 16 weapon/armors would be fitting. You can go over the limit by opening treasure chests, but shopkeepers are just like "WTF do you need that many for, no!". So 16 allows each character to equip 4 of whatever it is. Because eventually I want to work in dual-wielding...
I've been thinking for a few months about making a kind of perk/skill/trait system like FF5's. You pick one or two at character creation, and then 1-2 more after bringing Bahamut the rat tail. It would be the usual stuff like...
Two-handed (weapon stronger without shield)
Dual-wield (equip weapon in shield slot)
Counter (chance to attack enemy that physically attacked you)
Actually, I had a list, I'll just post that up... This is more class-based though.
Fighter
Swordsman - Swords have higher stats the less armour is equipped
Cleric Stance - Hammers and axes have higher stats, deal more damage to undead and were enemies; can't equip swords
Guardian - Automatically block a portion of attacks to the lower rows while above 25% health
Thief
Mugger - Steal money when landing critical hits,
Shadowwalker - Slip into hiding at the start of every battle
Dual Wield - Equip two weapons, but much lower luck/speed
BlackBelt
Revenge - Chance to ounter enemy attacks
Barbaric - Magic does less damage and status effects are less likely to happen, deals more damage to giant type enemies
Dragon Fist - Deals more damage to dragon type enemies,
Red Mage
Duelist - Increase attack at the cost of intelligence; Randomly lands another non-critical hit
Purple Mage - Increase potency of black magic, decrease potency of white magic; learns less white magic spells
Pink Mage - Increase potency of white magic, decrease potency of black magic; learns less black magic spells
White Mage
Bardic - Status-effect spells have higher potency; Harm spells damage were and regenerative enemies too
Battle Mage - Strength is boosted, can equip heavier equipment and axes, but has lower luck/speed
14th - Cure spells have a regenerative effect on top of their original potency
Black Mage
Group Caster - Single-target spells are now target-all with a slight potency decrease; Naturally target-all spells have a slight increase.
Insidious - Status-effect spells have a higher chance to hit and increased potency, damage spells have reduced potency
Focused - All spells are single-target, but with highly increased potency
I never finished coming up with ideas and balancing them as you can see...
Speaking of intelligence... anyone wanna try adding that in to the battle code?