anchor.diff:  //* Occurs when the group gets order to move to some point
   //* aGroup: group ID
   //* aX, aY: Point coordinates
  -procedure TKMScriptEvents.ProcGroupOrderMove(aGroup: TKMUnitGroup; aX, aY: Word);
  +procedure TKMScriptEvents.ProcGroupOrderMove(aGroup: TKMUnitGroup; aX, aY: Integer);
   begin
     if MethodAssigned(evtGroupOrderMove) then
     begin
  
positive.code: //* Occurs after a unit has died and has been completely removed from the game, meaning the tile it previously occupied can be used.
  //* If you need more information about the unit use the OnUnitDied event.
  //* Note: Because units have a death animation there is a delay of several ticks between OnUnitDied and OnUnitAfterDied.
  procedure TKMScriptEvents.ProcUnitAfterDied(aUnitType: TKMUnitType; aOwner: TKMHandID; aX, aY: Word);
  begin
    if MethodAssigned(evtUnitAfterDied) then
      CallEventHandlers(evtUnitAfterDied, [UNIT_TYPE_TO_ID[aUnitType], aOwner, aX, aY]);
  
negative.code: 
  //* Version: 6301
  //* Occurs when player has removed a field plan.
  procedure TKMScriptEvents.ProcPlanFieldRemoved(aPlayer: TKMHandID; aX, aY: Integer);
  begin
    if MethodAssigned(evtPlanFieldRemoved) then
      CallEventHandlers(evtPlanFieldRemoved, [aPlayer, aX, aY]);
  