Assets/Mods/Examples 2/Lua/Encounters/01 - Two monsters.lua
encountertext = "Your path is blocked by\rtwo mannequins!" --Modify as necessary. It will only be read out in the action select screen.
wavetimer = 4.0
arenasize = {155, 130}
nextwaves = {"bullettest_touhou"}

enemies = {
"poseur",
"posette"
}

enemypositions = {
{-180, 0},
{120, 0}
}

-- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}

function EncounterStarting()
    -- If you want to change the game state immediately, this is the place.
end

function EnemyDialogueStarting()
    -- Good location for setting monster dialogue depending on how the battle is going.
end

function EnemyDialogueEnding()
    -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
    -- This example line below takes a random attack from 'possible_attacks'.
    nextwaves = { possible_attacks[math.random(#possible_attacks)] }
end

function DefenseEnding() --This built-in function fires after the defense round ends.
    encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
end

function HandleSpare()
    State("ENEMYDIALOGUE")
end

function HandleItem(ItemID)
    BattleDialog({"Selected item " .. ItemID .. "."})
end