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-- if the new item is a Normal, Magic, or Rare Helmet, Body Armour, Gloves, or Boots and does not have any eldritch implicits
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-- and your current respective item does, apply those implicits and influence to the new item
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ifmain.migrateEldritchImplicitsandisValueInTable(implicitBaseTypes, newItem.base.type) andisValueInTable(implicitRarities, newItem.rarity) and
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not (newItem.tangleandnewItem.cleansing) and (currentItem.cleansingorcurrentItem.tangle) then
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for_, influenceinipairs(itemLib.influenceInfo.default) do
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ifnewItem[influence.key] then
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return
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end
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end
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ifmain.migrateEldritchImplicitsandisValueInTable(implicitBaseTypes, newItem.base.type) andisValueInTable(implicitRarities, newItem.rarity) and (currentItem.cleansingorcurrentItem.tangle) then
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