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clanwindow.cpp
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#include "clanwindow.h"
#include "ui_clanwindow.h"
#include <QFile>
#include <QGraphicsPathItem>
ClanWindow::ClanWindow(QWidget *parent) :
QFrame(parent),
ui(new Ui::ClanWindow)
{
ui->setupUi(this);
ui->picture->setScaledContents(true);
ui->comboBox->setCurrentIndex(1);
ClanWindow::setWindowTitle(tr("Clan Book"));
}
ClanWindow::~ClanWindow()
{
qWarning() << "Destruktor klanów";
delete ui;
}
void ClanWindow::on_comboBox_currentIndexChanged(int index)
{
ui->discplineList->setText(tr("Disciplines:\n"));
if(index == 0){
ui->nicknames->setText(tr("The Clan of the Hunt, Assamites, Assassins, Mediators, Lawmen, Saracens, Children of Haqim (endonym), Judges"));
ui->desc->setText(tr("Silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Noxious Blood - The Blood of the Banu Haqim is toxic to mortals, but not to other vampires. Due to this mortals receive Aggravated Damage equal to the Bane Severity of the vampire for each Rouse Check’s worth of Blood consumed. Their Blood cannot be used to heal mortal injuries. In amounts below the amount needed to Blood Bond, it does not harm them, even if directly injected into them."));
}
else
{
ui->bane->setText(tr("Blood Addiction - When the Banu Haqim slakes at least one Hunger level from another vampire, they must make a Hungry Frenzy test at difficulty 2 plus Bane Severity. If they fail, they must gorge themselves on vitae, in turn opening the door to possible Diablerie."));
}
ui->compulsion->setText(tr("Judgement - Urged to punish a wrongdoer, the vampire must slake one Hunger from anyone that acts against their own Convictions. Failing to do so results in a three-dice penalty to all rolls until the Compulsion is satisfied or the scene ends. Should the victim be a vampire, the Bane applies."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Blood Sorcery\n") + tr("Celerity\n") + tr("Obfuscate\n"));
}
else if(index == 1){
ui->nicknames->setText(tr("The Learned Clan, Warrior Scholars, Punks, Rebels, Rabble, Zealots, Agitators"));
ui->desc->setText(tr("Once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Violence - When a messy critical occurs as the result of any Skill test, a Brujah vampire causes damage to the subject of their interaction equal to their Bane Severity, in addition to any other result of the Hunger dice. The type of damage is dependent on the situation either physical or mental. The damage is Aggravated unless the player spends a point of Willpower to turn it into Superficial."));
}
else
{
ui->bane->setText(tr("Violent Temper - A rage is simmering in the back of the mind with a Brujah with the slightest provocation able to send them into a frenzied rage. Subtracts dice equal to the Bane Severity of the Brujah against Fury Frenzy"));
}
ui->compulsion->setText(tr("Rebellion - The Brujah craves to take a stance against those who represent the status quo. This does not relent until they have gone against orders, expectations, or changed someone's mind. During this Compulsion, they suffer a -2 to dice all pools."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Potence\n") + tr("Celerity\n") + tr("Presence\n"));
}
else if(index == 2){
ui->nicknames->setText(tr("Duskborn, Mercurians, The Young Ones, Run-Off, Weaklings, Chameleons"));
ui->desc->setText(tr("Terms primarily used to refer to Caitiff and vampires of the 14th, or higher, generations. For centuries, the thin-blooded have been persecuted by elders, Gehenna cults, and other Noddists that fear their existence because Gehenna prophecies seem to indicate thin-blooded vampires are a sign of the End Times. "));
ui->bane->setText(tr("Duskborn do not suffer from any clan bane."));
ui->compulsion->setText(tr("Duskborn do not suffer from any clan compulsion. Instead, select a number of Thinblood Merits and Flaws."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Thin-Blood Alchemy"));
}
else if(index == 3){
ui->nicknames->setText(tr("The Clan of the Beast,Animals, Bêtes, Outlanders, Outlaws, Wolf's-Heads"));
ui->desc->setText(tr("Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Survival Instincts - Subtract dice equal to the Bane Severity in any roll to resist fear Frenzy. The pool cannot be below one die."));
}
else
{
ui->bane->setText(tr("Bestial Features - In Frenzy, Gangrel gains animalistic features equal to their Bane Severity. These features last for one more night afterward, each feature reducing one Attribute by 1 point. The Gangrel may choose to Ride the Wave in order to only have one feature manifest and only lose one Attribute point."));
}
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Animalism\n") + tr("Fortitude\n") + tr("Protean\n"));
ui->compulsion->setText(tr("Feral Impulses - Unleash the animal hidden in their Blood. This urges the Gangrel to regress into an animalistic state where speech becomes difficult, clothes become too constrictive and arguments and best settled with claws and teeth. For one scene the Gangrel suffers a -3 dice penalty to all rolls involving Manipulation and Intelligence as they are only able to speak one word sentences during this Compulsion."));
}
else if(index == 4){
ui->nicknames->setText(tr("The Clan of Death, Necromancers, Graverobbers, The Family, Stiffs, Corpses, Devil-Kindred, Lazarenes"));
ui->desc->setText(tr("An insular, extended family of vampires who practice the art of commanding the dead while commanding global finances."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Decay - Hecata suffer additional dots in Flaws equal to their Bane Severity spread as they see fit across Retainer, Haven, and Resources Flaws. These Flaws can either be taken at Character Creation or removed by paying twice the amount of Background dots. Additionally, any purchase of dots in these Advantages costs an additional amount of experience points equal to their Bane Severity."));
}
else
{
ui->bane->setText(tr("Painful Kiss - Hecata may only take harmful drinks from mortals which result in blood loss. Unwilling mortals that are able to escape will make the attempt, even those who are convinced or willing must succeed in a Stamina + Resolve test against Difficulty 2 + Bane Severity in order to not recoil. Vampires who are willingly bit must make a Frenzy test against Difficulty 3 to avoid terror Frenzy.")) ;
}
ui->compulsion->setText(tr("Morbidity - The vampire must move something from life to death or vice versa, any action not taken to end or resurrect something suffers a two-dice penalty. The subject does not have to be a living thing and can instead be an object or more abstract such as ideas or conversation points. This Compulsion lasts until their manage to kill or return something to life. "));
ui->discplineList->setText(ui->discplineList->toPlainText() +tr("Oblivion\n")+ tr("Auspex\n") + tr("Fortitude\n"));
}
else if(index == 5){
ui->nicknames->setText(tr("The Night Clan, Abyss Mystics, Keepers, Magisters, Shadows, Traitors, Turncoats"));
ui->desc->setText(tr("Proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Callousness - Whenever making a Remorse test remove a number of dice equal to the Bane Severity. The dice pool cannot be reduced below 1. "));
}
else
{
ui->bane->setText(tr("Distorted Image - In reflections or recordings (live or not) the Lasombra appear to be distorted, those who know what vampires are know precisely what's going on, while others might be confused but know something is wrong. This does not however, hide their identity with any certainty and they are not likely to be caught more often on surveillance than any other Kindred. In addition to this, modern communication technology which includes making a phone call requires a Technology test at Difficulty 2 + Bane Severity as microphones struggle with them as much as cameras. Avoiding any electronic vampire detection system is also done with a penalty equal to their Bane Severity"));
}
ui->compulsion->setText(tr("Ruthlessness - The next time the vampire fails an action they receive a two-dice penalty to all rolls until a future attempt at the same action succeeds. This penalty applies to future attempts of the same action still."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Oblivion\n") + tr("Dominate\n") + tr("Potence\n"));
}
else if(index == 6){
ui->nicknames->setText(tr("Kooks, Seers, Lunatics, Madmen, Cassandras, Children of Malkav, Clan of the Moon, Malks, Jesters"));
ui->desc->setText(tr("A clan fractured by madness, each member irrevocably suffering under the yoke of insanity."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Unnatural Manifestations - Using Discipline powers within close proximity of mortals scares them and any social interactions other than Intimidation suffer a dice penalty equal to their Bane Severity. This is not Masquerade-breaking, but the dislike remains for the duration of one scene. Other vampires subject to this recognize the Malkavian as a vampire but suffer no penalty."));
}
else
{
ui->bane->setText(tr("Fractured Perspective - When suffering a Bestial Failure or a Compulsion, their mental derangement comes to the forefront. Suffers a penalty equal to their Bane Severity to one category of dice pools (Physical, Social or Mental) for the entire scene. The penalty and nature of the affliction are decided between the player and Storyteller during character creation."));
}
ui->compulsion->setText(tr("Delusion - Whether it's figments of their imagination or extrasensory perception of the truths. For one scene, the Malkavian suffers a 2 dice penalty to rolls involving Dexterity, Manipulation, Composure, and Wits. As well as rolls to resist terror Frenzy."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Auspex\n") + tr("Dominate\n") + tr("Obfuscate\n"));
}
else if(index == 7){
ui->nicknames->setText(tr("Followers of Set, Judasians, Liberators, Corrupters, Tempters, Serpents, Setites, The Clan of Faith, the Clan of Lies, Typhonists, Sand-Snakes, Vipers"));
ui->desc->setText(tr("Religious movement that evangelizes the example of a chthonic god, while seeking out the world’s secret places and protecting ancient artifacts."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Cold-Blooded - They can only use Blush of Life if they have recently fed from a living vessel in the same scene or up to roughly an hour ago, Storytellers discretion. When they do so, it requires a number of Rouse Checks equal to their Bane Severity rather than just one."));
}
else
{
ui->bane->setText(tr("Abhors the Light - When a Minister is exposed to direct illumination, be it naturally caused or artificial, they receive a penalty equal to their Bane Severity to all dice pools while subject to the light. They also add their Bane Severity to Aggravated damage taken from sunlight."));
}
ui->compulsion->setText(tr("Transgression - The Minister suffers a burning desire to influence those around them to shatter the chains of their own making. They suffer a two-dice penalty to all dice pools that do not relate to enticing someone or themselves to break a Chronicle or personal Conviction. The Compulsion ends once the Minister causes someone, or themselves, at least one stain."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Obfuscate\n") + tr("Presence\n") + tr("Protean\n"));
}
else if(index == 8){
ui->nicknames->setText(tr("The Clan of the Hidden, Sewer Rats, Lepers (archaic), Priors, Crawlers (Renaissance), Nossies"));
ui->desc->setText(tr("Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Infestation - The Haven of a Nosferatu is always infested with vermin, any attempt to do something that requires concentration takes a two plus Bane Severity penalty, as well as the same penalty to social tests at ST discretion. Additionally, when a Nosferatu spends a scene at an enclosed location, the vermin appears and causes the same penalty though reduced to equal only the Bane Severity. Any attempt to control these vermin with Animalism is done at a penalty equal to Bane Severity"));
}
else
{
ui->bane->setText(tr("Repulsiveness - Cursed by their blood, when they are Embraced they are twisted into revolting monsters. They can never raise their rating in the Looks merits and instead must take the (••) Repulsive flaw. Any attempt to disguise themselves incurs a penalty equal to the character's Bane Severity, this also includes the use of Disciplines such as Mask of a Thousand Faces. However, most Nosferatu do not breach the Masquerade by being seen, they are instead perceived as gross or terrifying."));
}
ui->compulsion->setText(tr("Cryptophilia - Consumed by a hunger for private secrets, the Nosferatu seeks to obtain knowledge no matter big or small as long as it's not a well-known bit of information. During this, they also refuse to give up their secrets except in strict trade for something greater than their own. Any action not actively working towards gaining them a secret they take a two-dice penalty. This Compulsion does not end till they learn a secret they deem to be useful, sharing this secret is entirely optional."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Obfuscate\n") + tr("Animalism\n") + tr("Potence\n"));
}
else if(index == 9){
ui->nicknames->setText(tr("The Clanless, The Wretched, Freestylers, Orphans, Trash, Unbound (endonym)"));
ui->desc->setText(tr("Also known as the clanless, are rare Cainites that do not officially belong to any clan. These vampires have no inherent clan weakness, but no inherent disciplines as well. None of the typical clan markers apply to them. "));
ui->bane->setText(tr("Outcast - Untouched by their ancestors, the Caitiff do not share a common Bane. The character begins with the Flaw Suspect (•) and they may not purchase positive status during Character Creation. The Storyteller may impose a 1-2 dice penalty to social tests against Kindred who know they are Caitiff. To improve a Discipline, the cost is 6 times the level of experience points."));
ui->compulsion->setText(tr("Caitiffs do not suffer from any clan compulsion."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("All and none"));
}
else if(index == 10){
ui->nicknames->setText(tr("Rogues, Ravens, Daredevils, The Haunted, Gypsies, Criminals, Deceivers, Charlatans, Shapers, Seekers, Unwelcome, Hundred-Mask Clowns (by the Kuei-jin)"));
ui->desc->setText(tr("Nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Unbirth Name - If a Ravnos’ unbirth name is used against them, the name-wielding opponent receives a bonus equal to the Ravnos’ Bane Severity to resist their Discipline powers. Additionally, the Ravnos affected receives the same penalty to resist supernatural powers used by the opponent."));
}
else
{
ui->bane->setText(tr("Doomed - Anytime they daysleep within the same place more than once in seven nights, roll a number of dice equal to their Bane Severity. If they receive any 10's they then take 1 Aggravated damage for each as they are scorched from within. What constitutes as the same place is defined by the chronicle, but generally will need a mile distance between the two resting places before the bane is triggered. Mobile havens do work as long as the haven is moved a mile away. Due to this, the Ravnos may not take the No Haven Flaw."));
}
ui->compulsion->setText(tr("Tempting Fate - When faced with their next problem, the Daredevil must attempt the solution with the most dangerous or daring of actions, anything less incurs a two-dice penalty. Context appropriate flashy or risky attempts may even net bonus dice. They are free to convince others to follow them in their actions but may as well go it alone. This Compulsion persists until the problem is solved or further attempts become impossible to accomplish."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Obfuscate\n") + tr("Presence\n") + tr("Animalism\n"));
}
else if(index == 11){
ui->nicknames->setText(tr("Unicorns, Soulsuckers, Cyclops, Soul-Thieves, Daijals, Saulot's progeny, the Hidden Ones, Peacemakers"));
ui->desc->setText(tr("In the Final Nights, the once mighty Salubri Clan is considered barely a bloodline after the diablerie of their progenitor, Saulot. Their general few numbers grant credibility to the rumors that they are only composed of seven vampires at any time, and that these modern Salubri are fully committed to the search for Golconda – enacting a bloody ritual when they achieve that state or despair of ever doing so. "));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Asceticism - Whenever their Hunger is below three, the Salubri suffer a penalty equal to their Bane Severity to any Discipline dice pools. The bleeding third eye still remains."));
}
else
{
ui->bane->setText(tr("Hunted - Their vitae has a unique trait where when another clan partakes in their Blood they find it difficult to pull away. Once a non-Salubri has consumed at least one Hunger level worth, they must make a Hunger Frenzy test at difficulty 2 + the Salubri's Bane Severity (3 + the Salubri's Bane Severity for Banu Haqim). If they fail, they will continue to consume the Salubri until pried off. Additionally, each Salubri has a third eye and while it's not always human-like it's always present and cannot be obscured by supernatural powers. In addition to this, whenever they activate a Discipline, the eye weeps vitae with its intensity correlating to the level of the Discipline used. The Blood flowing from the eye can trigger a Hunger Frenzy test from nearby vampires with Hunger 4 or more"));
}
ui->compulsion->setText(tr("Affective Empathy - Overwhelmed with empathy for a personal problem of someone else, any action not taken to help the person mitigate the suffering they take a two-dice penalty. This Compulsion continues until the sufferer's burden is eased, a more critical problem arises or the scene ends."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Auspex\n") + tr("Dominate\n") + tr("Fortitude\n"));
}
else if(index == 12){
ui->nicknames->setText(tr("The Clan of the Rose, Artisans (archaic), Aesthetes, Vanitas, Epicureans (Renaissance), Degenerates, Torries"));
ui->desc->setText(tr("Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Agonizing Empathy - Whenever their feeding causes Aggravated damage to a mortal, the vampire suffers the same damage in return but cannot receive more than their Bane Severity. This damage is generally Aggravated. The damage itself is reflected as vivid bruising wherever they bit their victim as internal bleeding takes place."));
}
else
{
ui->bane->setText(tr("Aesthetic Fixation - A desire for beauty takes control over the Toreador and when in lesser surroundings they suffer. When they are within settings they find less than beautiful, they take a penalty equal to their Bane Severity when using Disciplines."));
}
ui->compulsion->setText(tr("Obsession - Utterly obsessed with a single thing, the Toreador cannot speak of anything but that object. Be it a person, a piece of artwork, a blood splatter in the right lighting, or the sunrise itself, they cannot take their attention from it. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no longer perceive the object or the scene ends."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Celerity\n") + tr("Presence\n") + tr("Auspex\n"));
}
else if(index == 13){
ui->nicknames->setText(tr("The Broken Clan, Warlocks, Wizards, Magi, Usurpers, Grayfaces, Tremores ('Trembling Ones'), the Pyramid"));
ui->desc->setText(tr("Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Stolen Blood - When performing a Blood Surge they need to make Rouse Checks equal to their Bane Severity. If these Rouse Checks increase their Hunger to 5 or higher, they can choose whether to back off their Blood Surge or perform it to then hit Hunger 5 afterward immediately"));
}
else
{
ui->bane->setText(tr("Deficient Blood - Before the fall of Vienna, they were defined by their rigid hierarchy of Blood Bonds within the Pyramid. After the fall, their Blood weakened and rejected all prior connections. Tremere are unable to Blood Bond other Kindred, though they can still be Bound by other clans. Tremere can still Blood Bond mortals to do their bidding, but the vitae must drink an additional amount of times equal to their Bane Severity."));
}
ui->compulsion->setText(tr("Perfectionism - Nothing but the best will satisfy them, anything less than exceptional still instills a profound sense of failure. When afflicted by this, the Warlock suffers a two-dice penalty to all dice pools. The penalty is reduced to one die when actions are being repeated and removed entirely on a second repeat. This does not end till they managed to score a critical win on a Skill roll or the scene ends."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Blood Sorcery\n") + tr("Dominate\n") + tr("Auspex\n"));
}
else if(index == 14){
ui->nicknames->setText(tr("Fiends, Dragons, Voivodes, The Old Clan, Stokers"));
ui->desc->setText(tr("Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Cursed Courtesy - If they wish to enter a place of residence uninvited they must spend Willpower equal to their Bane Severity, this penalty also applies to their Discipline pools while they are there. The invitation inside can only be made by someone who lives there and this does not occur in uninhabited homes or public places. Tzimisce with this Bane cannot take the uninvited Folkloric Block."));
}
else
{
ui->bane->setText(tr("Grounded - Each Tzimisce must select a specific charge, be it physical location, a group of people, or something even more esoteric. Each night they must sleep surrounded by their charge, if they do not, they sustain aggravated Willpower damage equal to their Bane Severity upon waking the following night."));
}
ui->compulsion->setText(tr("Covetousness - When afflicted with this compulsion they become obsessed with owning something in the scene, be it an object, or property to a living person. Whatever it is, they must add it to their collection and any action taken not towards this purpose incurs a two-dice penalty. This penalty continues until ownership is established or the object of their desire is unobtainable."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Dominate\n")+ tr("Animalism\n") + tr("Protean\n"));
}
else if(index == 15){
ui->nicknames->setText(tr("The Clan of Kings, Blue Bloods, Patricians, Warlords, Ambitiones, Power Mongers"));
ui->desc->setText(tr("Observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others."));
if(ui->checkBox->isChecked())
{
ui->bane->setText(tr("Hierarchy - The Ventrue suffer a penalty equal to their Bane Severity to their Discipline dice pools when using them against a vampire of a lower generation. They must also spend Willpower equal to this penalty if they wish to directly attack other vampires of a lower generation."));
}
else
{
ui->bane->setText(tr("Rarefied Tastes - When the Ventrue drinks the blood of a mortal who does not fall within their preference, they must spend Willpower equal to their Bane Severity else they will vomit the blood from their bodies unable to slake their hunger. Their preferences range within the clan, some looking for descendants of a certain nationality to soldiers suffering from PTSD. With a Resolve + Awareness test, they can sense if a mortal they seek to feed from fits within their preference. At character creation, their preference should be selected."));
}
ui->compulsion->setText(tr("Arrogance - Fueled by the beast and their natural desire for power, the Ventrue must force someone to obey a command given. The order cannot be given through supernatural means such as Dominate. Until they satisfy the requirements, they receive a two-dice penalty for any actions not directly related to leadership."));
ui->discplineList->setText(ui->discplineList->toPlainText() + tr("Dominate\n") + tr("Presence\n") + tr("Fortitude\n"));
}
pic.load("images/" + ui->comboBox->itemText(index) + ".png");
ui->label->setText(ui->comboBox->itemText(index));
ui->picture->setPixmap(pic);
}
void ClanWindow::on_checkBox_toggled(bool checked)
{
on_comboBox_currentIndexChanged(ui->comboBox->currentIndex());
}