scene_add_image
Adds a picture, colored panel, or frame to a saved scene screen by image ID, colour, opacity, position, and size, letting visuals communicate when custom text is unavailable.
Instructions
Put an image (图片) on the screen, in a copy of a save: a plain rectangle in a colour (image 100001, the default: a panel behind bars, a coloured mark, a frame for the corner of the screen) or one of the pictures of the platform by its id. This is how a screen says something without words, which matters on an account of 奇匠 level 1, where custom text does not show. colour is "#rrggbb" (it tints a picture; white leaves it as it is), opacity 0 to 1 (0.5 with black is the dark panel the official samples put behind their controls). position is [x, y] from the screen centre on a 1600 x 900 canvas (y up), size [width, height]. image_catalog shows every picture of the platform with its id (about 1600, in fifteen categories): choose there. knownImages of scene_list_interface names 22 of them in words (plain discs, an arrow, a question mark, a sword and shield, fruit, gift boxes, round birds, a rank letter). Controls are drawn in the order they were added, so add the panel before what lies on it. A graph takes an image off the screen and puts it back with f.modifyUiControlStatusWithinTheInterfaceLayout(player, controlId, UIControlGroupStatus.Off or .On) (a row of discs as lives: examples/images/images_lives.json, seen in play); hidden true starts it off the screen. Verified in play on 2026-10-13 on an account of 奇匠 level 1 (examples/images): panel, pictures and coloured rectangles all show.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| size | No | ||
| image | No | ||
| colour | No | #ffffff | |
| hidden | No | ||
| mapPath | No | ||
| opacity | No | ||
| position | No | ||
| outputName | No |