### Function: AddOptionWindowOption(OptionWindow, OptionName, OptionDescription, OptionIconSheet, OptionIconID, OptionCommand, OptionConfirmTitle) **Description:** Adds a new option to the option window screen. **Parameters:** - `OptionWindow`: OptionWindow - OptionWindow object made with CreateOptionWindow(). - `OptionName`: string - String value. - `OptionDescription`: string - String value. - `OptionIconSheet`: int32 - Integer value. - `OptionIconID`: int16 - Short integer value. - `OptionCommand`: string - String value. - `OptionConfirmTitle`: string - String value. **Returns:** None. **Notes:** - Must call CreateOptionWindow to instantiate the OptionWindow before AddOptionWindowOption can be used. **Example:** ```lua -- Example usage: Create an option window to select a profession, Craftsman, Outfitter or Scholar, function outputs are select_*professionname*. function SendOptionWindow(NPC, Spawn) window = CreateOptionWindow() AddOptionWindowOption(window, "Craftsman", "Craftsmen become carpenters, provisioners, or woodworkers. They make furniture and strong boxes, food, drink, bows, arrows, totems, wooden weapons, and wooden shields.", 1, 420, "select_craftsman") AddOptionWindowOption(window, "Outfitter", "Outfitters become armorers, tailors, or weaponsmiths. They make plate and chainmail armor, heavy shields, cloth and leather armor, casual clothing, backpacks, hex dolls, and metal weapons.", 1, 411, "select_outfitter") AddOptionWindowOption(window, "Scholar", "Scholars become alchemists, jewelers, and sages. They make spell and combat art upgrades for adventurers, potions, poisons, and jewelry.", 1, 396, "select_scholar") SendOptionWindow(window, Spawn, "Select A Profession") end function select_craftsman(NPC, Spawn) SetTradeskillClass(Spawn, CRAFTSMAN) SetTradeskillLevel(Spawn, 10) end function select_outfitter(NPC, Spawn) SetTradeskillClass(Spawn, OUTFITTER) SetTradeskillLevel(Spawn, 10) end function select_scholar(NPC, Spawn) SetTradeskillClass(Spawn, SCHOLAR) SetTradeskillLevel(Spawn, 10) end ```