anchor.diff:  
     FPlasedHeroes := TPlasedHeroes.Create;
     FMainTown := TObjectLink.Create;
  -  FMainTown.&type:=TYPE_TOWN;
   end;
   
   destructor TPlayerAttr.Destroy;
  
positive.code:     FCanHumanPlay: boolean;
      FPlasedHeroes: TPlasedHeroes;
      FGenerateHeroAtMainTown: boolean;
      FHasMainTown: boolean;
      FRandomFaction: boolean;
      FMainHeroName: TLocalizedString;
      FMainHeroPortrait: AnsiString;
  
      FMainTownType: AnsiString;
  
      FMainTown: TObjectLink;
      FRandomHero: Boolean;
  
negative.code: 
      property GenerateHeroAtMainTown: boolean read FGenerateHeroAtMainTown write SetGenerateHeroAtMainTown stored HasMainTown;
  
      property RandomHero:Boolean read FRandomHero write SetRandomHero; //if true main hero is random and not selectable
      property MainHero: AnsiString read FMainHero write SetMainHero; //if empty main hero is selectable from all available
      property MainHeroPortrait:AnsiString read FMainHeroPortrait write SetMainHeroPortrait;
      property MainHeroName:TLocalizedString read FMainHeroName write SetMainHeroName;
  
      property TeamId: Integer read FTeamId write SetTeamId nodefault;
    public
      property AITactics: TAITactics read FAITactics write SetAITactics; //not used in vcmi (yet)
  