The list for 'gem' in the inventory tab gives a list of named gems, that have to be customised to be of use, however the 'gem value' eqmod is clunky.
Can the eqmod be changed to a free text prompt for the cost, instead of the existing alphabetical sorted list of numbers, or can the gem's be altered so as to not require an eqmod at all, but merely allow the name/cost to be customised?
Right, we want the 'option' to modify, but in this case don't want to be forced to actually apply a modifier at all.
I suppose if the 'gem cost' modifier was changed to allow a numeric entry (duplicating the 'cost' button) rather than trying to have a dummy EQMOD that we could add (to satisfy the dialog's requirement to add something), then it would be better.
Interesting, so we have two entries for gems. Ones with a cost value, and ones that require an eqmod. Weird, I wonder why we did that.
The named ones with costs are what I would call the 'proper' ones, but the generic one is for the unidentified gems? I may find a red gem and not know what kind of gem it is or it's cost for some time... so I need something generic to file it under.
It follows the treasure generator specs. Unknown Value. So you'd enter the value. This isn't a Data Request, but a Code EQMOD request.
I would second that the Gem (and Art) naming and valuation system is a bit “clunky”.
In creating a ‘custom’ gem, I changed the Name to “Gem (Diamond (Blue)), 5000 gp” and the Cost to 5000, but I still got the PCGen pop-up error message, “You must add at least 1 modifier to this item first.” (This is, itself, somewhat confusing since just changing the name is enough for other items, such as when I made a personalized Blessed Book just by naming it “Garedon’s Blessed Book”.)
So I then changed it by adding a Gem Value property of 5000, and now it seems to work, but it could that come up as a pop-up for people less familiar with “modifiers”.
It is a bit unintuitive, though, since there is one way to change the value—the obvious “Cost” button—that doesn’t work, or isn’t enough, and the non-obvious, “Gem Value” way that still isn’t quite enough since the name also has to be changed.
Additionally, the “Gem Value” way uses a list method for choosing values that still isn’t enough for some game purposes, such as Trap the Soul gems that are almost certainly going to be more than 8000 gp in value, and much less than I remember for some treasure gems in the Tomb of Horrors. I managed to make a 25,000 gp gem but only by adding a Gem Value of one value and then guessing that I could change it afterwards by the Cost method to the higher value I needed.
Would it be possible to have both Gem (and Art?) item cost-changing methods work and also to have some automatic renaming scheme where changing the value also changes the name in a systematic way, say to “Gem (Diamond (Blue)), 5000 gp” when the cost is 5000 gp?