Ugh - you're right FlatEarth has same effect - basically it works to disable the button if the initial condition is met - but then stays disabled for rest of game whilst script is loaded... that's possibly ok for me as all i really want is if you're Greeks you can't exterminate but does mean other conditions to re-enable extermination wouldn't work.

tried:
Code:
declare_counter scroll
set_counter scroll 0

monitor_event ScrollOpened ScrollOpened loot_settlement_scroll
   set_counter scroll 1
end_monitor


monitor_conditions I_LocalFaction greek_cities
   if I_CompareCounter scroll = 1
	while I_CompareCounter scroll = 1
	disable_ui loot_settlement_extermintate_button
	end_while
   terminate_monitor
   end_if
end_monitor

monitor_event ScrollClosed ScrollClosed  loot_settlement_scroll
   set_counter scroll 0
end_monitor
which looks more like it should be valid code - first occupation works fine, then you'd think terminate_monitor would return you to normal after it switched off but next sieges resulted in exterminate and occupy buttons being disabled, which is kind of weird and not useful..

Code:
declare_counter scroll
set_counter scroll 0

monitor_event ScrollOpened ScrollOpened loot_settlement_scroll
   set_counter scroll 1
end_monitor


monitor_conditions I_LocalFaction greek_cities
   if I_CompareCounter scroll = 1
	while TrueCondition
      	set_counter scroll 0
	disable_ui loot_settlement_extermintate_button
	end_while
   end_if
end_monitor
is reduced down version of what its really doing (am not sure the set_counter to 0 is actually turning off though) attempts to move the reset to a scroll closed condition just result in the occupy and exterminate buttons being disabled as above