anchor.diff:  	end;
   end;
   
  +// shalow way to recognize item as Staff
  +function isStaff(item: IInterface): boolean;
  +var
  +  tmp: IInterface;
  +begin
  +  Result := false;
  +
  +  if (Signature(item) = 'WEAP') then begin
  +    // WeapTypeStaff [KYWD:0001E716]     VendorItemStaff [KYWD:000937A4]
  +    if ( hasKeyword(item, 'WeapTypeStaff') or hasKeyword(item, 'VendorItemStaff') ) then begin
  +      Result := true;
  +    end else begin
  +      tmp := GetElementEditValues(item, 'DNAM\Animation Type');
  +      if Assigned(tmp) then begin
  +        if (tmp = 'Staff') then begin
  +          Result := true;
  +        end;
  +      end;
  +    end;
  +  end;
  +end;
  +
   function isTemperable(recordToCheck: IInterface): boolean;
   var
   	i: integer;
  
positive.code: {
    Bunch of Skyrim specific utilits to write scripts on higher level of abstraction.
  	
  	isTemperable         (recordToCheck: IInterface): boolean;                      // determins if item have tempering recipe
    isCraftable          (recordToCheck: IInterface): boolean;                      // determins if item have crafting recipe
  	isJewelry            (item: IInterface): boolean;                               // shalow way to recognize item as Jewelry
  
    addItem              (list: IInterface; item: IInterface; amount: int) AddedListElement : IInterface;  // adds item to list, like items/Leveled entries
    addToLeveledList     (list: IInterface; entry: IInterface; level: int) AddedListElement : IInterface;  // adds item reference to the leveled list
  
    getRecordByFormID    (id: str): IInterface;                                     // gets record by its HEX FormID ('00049BB7')
  
  
negative.code: 
      materialKeywordsMap.Add('DLC1ArmorMaterialDawnguard'); materialItemsMap.Add('0005ACE5'); // IngotSteel
  
      // DLC1ArmorMaterialHunter - not temperable/craftable ? O_o
      // DLC1ArmorMaterialVampire - not temperable/craftable ? O_o
    end;
  end;
  
  