@GIL
When a player chooses to run from a fight, the encounter is no longer active. I have the party re-spawn at an "evac" spot which is nice in a dungeon as this adds a little time penalty for choosing to run. However, as it is now, the player could just go through a dungeon, choose to flee every fight and clear the dungeon. Not fun. I have my run formula set and, sometimes, it does take a few tries before they can flee.

Is there a way to prevent this already built into ORK?
  • Currently you'd have to use game variables instead of scene IDs to manage that better.

    I'll look into it to give more control over the scene ID in the event system.
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