Button to terminate the engine quickly does make sense, I did add that for my own testing, although it will send you to main screen. This has nothing to do with loosing or winning, I'll try to make sure that it can function anywhere somehow and push.
Well, another option is to add antiheal spell which deals 99999 damage to the user team, ending the fight.
You have access to teams in the order you've added them to be instance (be.teams field, it's a list) or to team objects you've created.
That's what I was talking about when some time ago asked to make a function that handles battles automatically...
You can just ask about complicated cases like these and than just go on with your quest development, it doesn't prevent your from doing anything.
If I don't write quests, it's not because something prevents me
As development shows, I'm not good with quests dialogues, unlike interactions and items. Well, at least I don't like how those dialogues look like.
One: It's obvious that we can create this action. So it's not that BE doesn't support it, it's that running away isn't coded in yet.
Two: It's not really all that different from getting your party wasted in a none "battle to the death" scenario which should be our default.
Three: Yet another thing that you that you can plainly ask about.
Nah, it's just an example. There are infinite amounts of possible options. Running away, scripted battles, invulnerability effect for quest cases, reinforcements for enemy team, etc, etc. We'll see Alkion v.5.0 sooner than they all can be coded
So events should be tied to existing mechanics, not the other way around.