I was a little disturbed when, in my game, Edge and the party were celebrating after Edge's parents died. I thought surely that wasn't right, and it isn't. As an addendum to
http://slickproductions.org/forum/index.php?topic=2024.0, which discusses victory music and reward suppression.
Encounters in which PCs do not celebrateList at 13:FE76 (ROM A0076), FF-terminated. If in this list, the PCs will not celebrate.
These two are documented by Pinkpuff and Grimoire in the page linked above:
Encounters which do not reward with XP/GP/lootList at 13:FD00 (ROM 9FF00), FF-terminated.
Encounters which should play victory music, even if "no change music" battle flagList at 13:FE67 (ROM A0067), FF-terminated.
Also, a little info on $A8, which stores flags for why to end battle. If it is non-zero, battle ends. Some routines check for victory/loss conditions and assign it regularly through battle. Also some spells might set it directly, like the special action that ends battle. Here's what I can gather about what the bits mean, most don't seem to be used together:
bit hex description
0 01 (?)
1 02 (?)
2 04 Set by handler for End Battle AI spell/action
3 08 Faux-loss in a "no game over" encounter
4 10 Used with 20 bit to gain rewards, etc. (not set when encounter is in 13:FD00 table)
5 20 Victory, sometimes with 10 bit above.
6 40 (? confused, like victory but weird pc status checks I couldn't understand)
7 80 Actual loss
So maybe some custom code might find that interesting. I would imagine running, and the Exit/Smoke spells are relevant here too, but I didn't check into them.