anchor.diff:                              fPlayers[fLastPlayer].Alliances[fRemap[P[0]]] := at_Ally
                             else
                               fPlayers[fLastPlayer].Alliances[fRemap[P[0]]] := at_Enemy;
  -    ct_AttackPosition:  if (fParsingMode <> mpm_Preview) then
  -                        if fLastPlayer >= 0 then
  +    ct_AttackPosition:  if fLastPlayer >= 0 then
                             //If target is building: Attack building
                             //If target is unit: Chase/attack unit
                             //If target is nothing: move to position
  
positive.code:                               fPlayers[fLastPlayer].Goals.AddGoal(glt_Survive,TGoalCondition(P[0]),TGoalStatus(P[1]),0,P[2],fRemap[P[3]])
                              else
                                AddError('Add_LostGoal for non existing player');
      ct_AIDefence:       if (fParsingMode <> mpm_Preview) then
                          if fLastPlayer >=0 then
                          if InRange(P[3], Integer(Low(TGroupType)), Integer(High(TGroupType))) then //TPR 3 tries to set TGroupType 240 due to a missing space
                            fPlayers[fLastPlayer].AI.DefencePositions.AddDefencePosition(KMPointDir(P[0]+1, P[1]+1, TKMDirection(P[2]+1)),TGroupType(P[3]),P[4],TAIDefencePosType(P[5]));
      ct_SetMapColor:     if fLastPlayer >=0 then
                            //For now simply use the minimap color for all color, it is too hard to load all 8 shades from ct_SetNewRemap
                            fPlayers[fLastPlayer].FlagColor := fResource.Palettes.DefDal.Color32(P[0]);
      ct_AIAttack:        if (fParsingMode <> mpm_Preview) then
                          begin
                            //Set up the attack command
                            if TextParam = AI_ATTACK_PARAMS[cpt_Type] then
                              if InRange(P[1], Low(RemakeAttackType), High(RemakeAttackType)) then
  
negative.code:                               P[4],
                                P[5]
                                );
      ct_SendGroup:       if fLastPlayer >= 0 then
                          begin
                            if fLastTroop <> nil then
                              fLastTroop.OrderWalk(KMPoint(P[0]+1, P[1]+1), TKMDirection(P[2]+1))
                            else
                              AddError('ct_SendGroup without prior declaration of Troop');
                          end;
      ct_SetGroupFood:    if fLastPlayer >= 0 then
                          begin
                            if fLastTroop <> nil then
                              fLastTroop.Condition := UNIT_MAX_CONDITION
                            else
                              AddError('ct_SetGroupFood without prior declaration of Troop');
                          end;
      ct_AICharacter:     if fLastPlayer >= 0 then
                          begin
                            if fPlayers[fLastPlayer].PlayerType <> pt_Computer then Exit;
                            iPlayerAI := fPlayers[fLastPlayer].AI; //Setup the AI's character
  