@GILWhen a player chooses to run from a fight, the encounter is no longer active.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?
I'll look into it to give more control over the scene ID in the event system.
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