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:GossipMenuAddItem(10, "Example", 0)
10 = a Dot as what the wiki says.
Once you talk to the creature, gameobject or whatsoever you assigned it too; Well if you leave the gossip and talk to the assigned thing to the script, it will choose a random number like 1, 2, 3 out of 10 instead of showing the dot. I'll provide screenshot's/video for an proof and more detail of what i mean soon.
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