public void init()
    {
        //Initiate at the start of combat
        _s.resetBlock();
        _s.resetDodge();
        bombCD = bombCDReset;
        bombBtImage.fillAmount = 1 - bombCD;
        _c.enabled             = true;
        gameObject.SetActive(true);
        bombBtAnim.gameObject.SetActive(false);
        monster.init(medusaStrength, stunStrengthMultiplier);
        //Process your stats vs monster stats
        playerProcessedStats  = processStats(_s.getCurrentStatProfile(), monster.getCurrentStatProfile());
        monsterProcessedStats = processStats(monster.getCurrentStatProfile(), _s.getCurrentStatProfile());

        /*
         * string DebugString ="";
         * for (int i = 0; i < playerProcessedStats.Length; i++)
         * {
         *  DebugString+=  playerProcessedStats[i]+",";
         * }
         *  DebugString+=  "||";
         * for (int i = 0; i < monsterProcessedStats.Length; i++)
         * {
         *  DebugString+=  monsterProcessedStats[i]+",";
         * }
         * Debug.Log(DebugString);
         */
        metronome.init();
        playerImage.sprite = Resources.Load <Sprite>("CharacterSprites/" + InterScene.jsonData.explorers[InterScene.party[0]].name);

        for (int i = 0; i < nodes.Length; i++)
        {
            nodes[i].init(this, monster, playerProcessedStats[i], chancesForNodesToBeFilled);
        }
        StartCoroutine(startCombat());
    }