data/
	scripts/
5&4		|assault/ assault_X_1Y_s.lua (anim start)
		|	| assault_Xbhook.lua (if multiple assaulters)
		|	| assault_X_2Y_s.lua (anim goes)
		|	| ...
		|	\ assault_X_nY_s.lua (anim MC exhausted)
		|
2		\Test.lua (local assaulter_n = Entity... ( x, y, "assault_n")
			|  ...
			|  if assaulter_id == assaulter_n then ...
			|  ...
			|  if current_assault == n then) ...
			\  (for random anim example see Hellhound companion at the bottom)
----------------------------------------------------------------------------
	entities/
1		| animals/ [biome]/ [enemyname].xml (tags="...")???dont think its needed???
		|	 |
		|	 \ [enemyname].xml (tags="assaulter, assault_n")
		|
4&5		\ assault_animals/ assault_1X_a_1Y.xml (sounds, ref: script, anim)
				 | assault_1X_a_2Y.xml (sounds, ref: script, anim)
				 | ...
				 \ assault_1X_a_nY.xml (ref: s, anim)
----------------------------------------------------------------------------
3	assault_gfx/ assault_1X_nY_gfx.xml (anim data)
		     assault_1X_nY.png (spritesheet)
----------------------------------------------------------------------------
	GOOGLE IT:
	enemies_gfx (if you need custom enemy sprites or modify default)
	generated (stains visual)
	ragdolls (well, ragdolls)	    