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Now let's assume you leave it open for the PC to defeat those NPC. To check if the PC used the item to escape I tried using a counter. I added as an effect to count the uses of the item. Therefor I am just calling a "Common Event" as item effect (preferably before the escape effect).
The common event just adds to the counter variable +1. Now you can check the state before the battle and save it to another variable. And after the battle you can check if it changed. If it did, that means the player used it to escape the battle, if not the player won. Now you can handle the win or escape behavior, since your checking it with a conditional comparing the saved state of the counter and the actual value of the counter.
So it would look like that:
1.) Save the state of the variable
2.) Do the battle, without win/loose, without escape option
3.) Compare the new value and the stored variable
But I searched a bit and found that small script: http://forums.rpgmakerweb.com/index.php?/topic/14976-how-to-make-battles-unescapable/?p=151139
1.) Just put it in a free space below "Materials" in the scripts. Name it what you want to.
2.) The event on the map has to have "Can Escape" enabled.
3.) In the "Troop Window" on turn 0 execute the script $Can_Escape = false
4.) Make a new page and on turn 5 execute the script $Can_Escape = true
Now what's happening:
At the end of turn 0 (= start of battle) escape gets deactivated (the new script just removes the option to escape). At the end of turn 5 (= starting with round 6) the "Escape" command becomes visible and selectible. If escape is possible you can use it, if you forgot to make escape possible it will be grayed out.