anchor.diff:  //* Occurs when a unit dies. If !KillerIndex is -1 the unit died from another cause such as hunger or Actions.!UnitKill.
   //* Called just before the unit is killed so UnitID is usable only during this event,
   //* and the tile occupied by the unit is still taken.
  +//* aKillerOwner: Index of player who killed it
   procedure TKMScriptEvents.ProcUnitDied(aUnit: TKMUnit; aKillerOwner: TKMHandIndex);
   begin
     if MethodAssigned(fProcUnitDied) then
  
positive.code: //* If !DestroyerIndex is the same as the house owner (States.!HouseOwner), the house was demolished by the player who owns it.
  //* Otherwise it was destroyed by an enemy.
  //* Called just before the house is destroyed so HouseID is usable only during this event, and the area occupied by the house is still unusable.
  procedure TKMScriptEvents.ProcHouseDestroyed(aHouse: TKMHouse; aDestroyerIndex: TKMHandIndex);
  begin
    if MethodAssigned(fProcHouseDestroyed) then
  
negative.code: //* Version: 5884
  //* Happens when unit is wounded.
  //* Attacker can be a warrior, recruit in tower or unknown (-1).
  //* aAttacker: Unit who attacked the unit
  procedure TKMScriptEvents.ProcUnitWounded(aUnit, aAttacker: TKMUnit);
  begin
    if MethodAssigned(fProcUnitWounded) then
  