function stat_reset() {
	// Called in multiple places after a battle is over.

	global.en_count = 1;
	global.enemy[1] = 0;
	global.enemy[2] = 0;
	global.enemy[3] = 0;
	global.enemy[4] = 0;
	global.enemy[5] = 0;
	global.enemy_id[1] = 0;
	global.enemy_id[2] = 0;
	global.enemy_id[3] = 0;
	global.enemy_id[4] = 0;
	global.enemy_id[5] = 0;
	global.current_inv = 0;
	global.custom_msg = 0;

	for (var i=1;i<global.pl_count+1;i++){
	    if !global.dead[i] {
	        if room = rmBattle {
	            global.bgMusic = 0;
	            if global.s_hp[i] = 0 and global.healthbar[i].hp_actual < 1 {
	                global.s_hp[i] = 1
	            } else {
	                if global.s_hp[i] < ceil(global.healthbar[i].hp_actual) {
	                    global.s_hp[i] = ceil(global.healthbar[i].hp_actual)
	                } else {
	                    global.healthbar[i].hp_actual = global.s_hp[i]
	                }
	            }
	        }
	    } else {
	        global.s_numb[i] = 0;
	        global.s_poison[i] = 0;
	        global.s_strange[i] = 0;
	        global.s_infected[i] = 0;
	    }

	    global.s_crying[i] = 0;
	    global.s_solid[i] = 0;
	    global.s_shocked[i] = 0;
	    global.s_cantconcentrate[i] = 0;
	    global.s_asleep[i] = 0;
    
	    if room = rmBattle {
	        global.s_off[i] = global.s_realoff[i]
	        global.s_def[i] = global.s_realdef[i]
	        global.s_guts[i] = global.s_realguts[i]
	    }
    
	    global.has_shield[i]           = 0
	    global.has_pshield[i]          = 0
	    global.has_psishield[i]        = 0
	    global.has_psipshield[i]       = 0
	    global.s_shieldlife[i] = 0
    
	    global.remove_pp[i] = 0;  
	}



}
