Disabling movement/pathfinding

Hi, I’m currently working on a 2D top-down rogue-like rpg where enemies are randomly spawned in multiple locations. My enemies make use of Seeker, AIPath and AIDestinationSetter. I wanted to ask if it was possible to disable movement for ALL enemies if one enemy happened to either reach the destination (the player).

Currently, if an enemy reaches the player it starts a combat sequence in a new combat screen but the other enemies keep chasing the player (and thus creating multiple combat screens).

take a look at this
https://arongranberg.com/astar/documentation/dev_4_3_84_2d0a89df0/aipath.html#canMove