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This is very simple. Code by ZetaPhoenix.
The enemy is fainted first to avoid some graphical glitches.
In engine/battle/core.asm
engine/battle/core.asm
Go to TryRunningFromBattle.trainerBattle
TryRunningFromBattle.trainerBattle
.trainerBattle +IF DEF(_DEBUG) + call FaintEnemyPokemon + call TrainerBattleVictory + jp _InitBattleCommon.endOfBattle +ENDC ld hl, NoRunningText .printCantEscapeOrNoRunningText call PrintText ld a, 1 ld [wForcePlayerToChooseMon], a call SaveScreenTilesToBuffer1 and a ; reset carry ret