> For the complete documentation index, see [llms.txt](https://xeavin.gitbook.io/continuous-fleeing/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://xeavin.gitbook.io/continuous-fleeing/home.md).

# Home

<figure><img src="/files/XDAcjY5UDmOkWSIDJetG" alt=""><figcaption></figcaption></figure>

### Description

Fleeing is a feature that allows the party to disengage from battles and avoid pursuing foes.

Holding the R2/RT button or LeftControl key initiates an animation that, once completed, activates fleeing.

However, this process is susceptible to interruptions.

If the player accesses a menu or enters a new location, the fleeing animation will be stopped, causing the fleeing state to reset. As a result, when the party attempts to flee again, the process must restart from the beginning.

This can be especially frustrating when entering a new location with nearby foes, as the party draws their weapons only to immediately put them away again once the fleeing animation completes.

### Features

This mod allows fleeing to continue seamlessly after an interruption.

If fleeing is interrupted by opening a menu, its animation will resume after the menu is closed.

If fleeing is interrupted by exiting a location, its animation will continue in the background and be completed before reaching the new location, ensuring fleeing will be active upon arrival.

These changes make fleeing smoother and less frustrating.
