I'm not sure what this second part is about
:
Accept/Decline require you to fire it off the
_accepted and
_declined counters, so a _rejected counter is not attached to the Yes/No selection but is considered wholly separate. The monitor above should not fire when a player clicks decline on the scroll. Additionally the above uses the outdated practice of using monitor_conditions which is a resource suck and has been replaced by a monitor_event.
Example 1(w/o add_events):
Example 2(w/ add_events):
The above scripts are stripped down, they don't do much else than show the accept/decline syntax, but they're taken from much more complex systems implemented in-game.
I've yet to come across any issues trying to run the scrolls without the add_events, they work as intended in all places where I've used the shorter version. When you use add_events the game seems to like to set the _declined counter to 1 at some point from my experience, as before I started using
set_event_counter *_declined 0 after the add_events it would fire any scripts based off the decline even if it was accept that was chosen.
Furthermore the second script shows how you can easily make a two-choice system into a three or more choice system. The first scroll has Accept(Military) and Decline(Cultural or Economic, fires second scroll), and this is elaborated in the historic event so the player knows exactly what their options are. This could easily be extended to 4 options by splitting the first Accept/Decline into two parallel Accept/Declines, and further split in the same manner to allow multi-choice scrolls. As long as the first historic event explains the choices in full and whether to press Accept or Decline at each juncture to get what you want, you could technically have a stream of them without much strain on the player, if used sparingly.
Lastly, I strongly advise against terminating monitors in 95% of cases. There are very few scripts you should only want to use once during a campaign. The above script seems like one of those that should easily come up multiple times but can't if it's terminated. It's much, much, much easier to just define the rules through conditions about how and when it appears as well as setting things like cooldown timers through the use of counters, than the clunky method of terminating monitors.
Does anyone really want scripting tutorials on anything in particular? I mean, I could write them on a grip of things but all of it is explained in the University classes or answered when people pose workshop questions, so if we had a tut for every scripting condition or command it could get gnarly. Anyways drop me a line if you think there's some integral part of scripting that desperately needs a tutorial, it's really easy to take care of in most cases.