5 _player1_total_games = 0;
6 _player1_total_victories = 0;
7 _player1_total_relics = 0;
8 _player1_total_egg_relic = 0;
9 _player1_total_nut_relic = 0;
10 _player1_total_obsidians = 0;
11 _player1_total_art = 0;
17 _player2_total_games = 0;
18 _player2_total_victories = 0;
19 _player2_total_relics = 0;
20 _player2_total_egg_relic = 0;
21 _player2_total_nut_relic = 0;
22 _player2_total_obsidians = 0;
23 _player2_total_art = 0;
28 _amount_of_duels_this_session = 0;
29 _sync_save_player_data = 0;
31 _player1_victories = 0;
33 _player1_egg_relic = 0;
34 _player1_nut_relic = 0;
35 _player1_obsidian_relic = 0;
36 _player1_art_relic = 0;
38 _player2_victories = 0;
40 _player2_egg_relic = 0;
41 _player2_nut_relic = 0;
42 _player2_obsidian_relic = 0;
43 _player2_art_relic = 0;
47 _available_chars = global._characters;
48 _p1_selected_char = noone;
49 _p2_selected_char = noone;
54 _scenary_available = global._levels;
55 _scenary_selected_index = 0;
56 _scenary_selected_max = array_length(_scenary_available)-1;
57 _scenary_selected = _scenary_available[_scenary_selected_index];
59 _state = GAME_STATES.WAITING;
61 _waiting_msg = " Waiting for Players ";
62 _waiting_msg2 = " Login to OperaGX for Score Submission ";
66 alarm[0] = -1; // players gave input
67 //alarm[1] = -1; // scoreboard rest function :P
68 alarm[2] = -1; // respawn silver nut delay
69 alarm[3] = -1; // go fight after character selection