anchor.diff:    createRecipe         (itemRecord: IInterface): IInterface;                      // creates COBJ record for item, with referencing on it in amount of 1
     addPerkCondition     (listOrRecord: IInterface; perk: IInterface): IInterface;  // adds requirement 'HasPerk' to Conditions list or record
     addHasItemCondition  (listOrRecord: IInterface; item: IInterface): IInterface;  // adds conditions to record or list, defining that player has got an item in inventory
  -  
  +
     getPrice             (item: IInterface): integer;                               // gets item value, in invalid/not determined cases will return 0
     getMainMaterial      (itemRecord: IInterface): IInterface;                      // will try to figure out right material for provided item record
   
  
positive.code: 
  // =Settings
  const
    // FormID of Keyword, used for Weapon Tempering COBJ records in Skyrim
    WEAPON_TEMPERING_WORKBENCH_FORM_ID = '00088108'; // CraftingSmithingSharpeningWheel
    // FormID of Keyword, used for Armor Tempering COBJ records in Skyrim
    ARMOR_TEMPERING_WORKBENCH_FORM_ID = '000ADB78'; // CraftingSmithingArmorTable
  
    // FormID of Keyword, used for Weapon Crafting COBJ records in Skyrim
    WEAPON_CRAFTING_WORKBENCH_FORM_ID = '00088105'; // CraftingSmithingForge
    // FormID of Keyword, used for Armor Crafting COBJ records in Skyrim
    ARMOR_CRAFTING_WORKBENCH_FORM_ID = '00088105'; // CraftingSmithingForge
    
    // Filtering Rules
    SIGNATURES_ALLOWED_TO_BE_IN_LEVELED_LISTS = 'WEAP ARMO AMMO ALCH LVLI LVLN LVSP SPEL BOOK MISC KEYM NPC_';
    SIGNATURES_ALLOWED_TO_BE_IN_CONTAINER = 'WEAP ARMO AMMO ALCH LVLI BOOK MISC KEYM';
    
  var
    isUtilsInitialized: boolean;
    materialKeywordsMap: TStringList;
  
negative.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
  