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bonusValueSection:AddLine(GetString("SI_EQUIPMENTBONUS", equipmentBonus), self:GetStyle("equipmentBonusValue")) if equipmentBonus < EQUIPMENT_BONUS_SUPERIOR then local lowestEquipItemText if equipSlotHasItem then else lowestEquipItemText = zo_strformat(SI_STATS_EQUIPMENT_BONUS_TOOLTIP_EMPTY_SLOT, GetString("SI_EQUIPSLOT", lowestEquipSlot)) end lowestPieceSection:AddLine(GetString(SI_STAT_GAMEPAD_EQUIPMENT_BONUS_LOWEST_PIECE), self:GetStyle("equipmentBonusLowestPieceHeader")) lowestPieceSection:AddLine(zo_strformat(SI_LINK_FORMAT_ITEM_NAME, lowestEquipItemText), self:GetStyle("equipmentBonusLowestPieceValue")) endend local statDescription = ZO_STAT_TOOLTIP_DESCRIPTIONS[statType] if statDescription then end if mundusEffectName then mundusSection:AddLine(zo_strformat(SI_STAT_GAMEPAD_MUNDUS_TOOLTIP_FORMATTER, ZO_SELECTED_TEXT:Colorize(mundusEffectName))) endend --First, add the name of the stat --If we have a description, add it end --If we need to show a flat value at the bottom of the tooltip, do that if statData.flatValue then bodySection:AddLine(zo_strformat(SI_STAT_RATING_TOOLTIP_FORMAT, statData.displayName, flatValueText)) endend local equipStatusText if mundusData.mundusBuffIndex then else end end end endend bodySection:AddLine(GetString(SI_STATS_GUILD_TOOLTIP_DESCRIPTION), self:GetStyle("bodyDescription")) tabardEquippedSection:AddLine(GetString(SI_STATS_GUILD_TOOLTIP_TABARD_WARNING), self:GetStyle("bodyDescription"), self:GetStyle("failed")) endendend |