void MainWindow::setSpellEffects(const Spell &spell) { QListWidget *listArray[] = { ui->listEffect1, ui->listEffect2, ui->listEffect3 }; for (int i = 0 ; i < MAX_EFFECT_INDEX ; i++) { const SpellEffect &s = spell.getSpellEffect(i); QListWidget *list = listArray[i]; list->clear(); if (s.getEffect() == SPELL_EFFECT_NONE) { ui->tabWidgetEffects->setTabEnabled(i, false); ui->tabWidgetEffects->setTabText(i, "None"); } else { ui->tabWidgetEffects->setTabEnabled(i, true); ui->tabWidgetEffects->setTabText(i, s.getName()); list->addItem("Effect id: " + QString::number(s.getEffect())); list->addItem("Die sides: " + QString::number(s.getDieSides())); list->addItem("Base dice: " + QString::number(s.getBaseDice())); list->addItem("Dice per level: " + QString::number(s.getDicePerLevel())); list->addItem("Real points per level: " + QString::number(s.getRealPointsPerLevel())); list->addItem("Base point: " + QString::number(s.getBasePoint())); list->addItem("Mechanic: " + QString::number(s.getMechanic())); list->addItem("Implicit target A: " + QString::number(s.getImplicitTargetA())); list->addItem("Implicit target B: " + QString::number(s.getImplicitTargetB())); list->addItem("Radius index: " + QString::number(s.getRadius())); list->addItem("Apply aura name: " + s.getApplyAuraName()); list->addItem("Amplitude: " + QString::number(s.getAmplitude())); list->addItem("Multiple value: " + QString::number(s.getMultipleValue())); list->addItem("Chain target: " + QString::number(s.getChainTarget())); list->addItem("Item type: " + QString::number(s.getItemType())); list->addItem("Misc value: " + QString::number(s.getMiscValueA())); list->addItem("Misc value B: " + QString::number(s.getMiscValueB())); list->addItem("Trigger spell: " + QString::number(s.getTriggerSpell())); list->addItem("Points per combo point: " + QString::number(s.getPointsPerComboPoint())); list->addItem("Damage multiplier: " + QString::number(s.getDmgMultiplier())); } } }