Render map image
render_mapRenders a PNG of an RPG Maker MZ map with tile layers, events, grid labels, and optional passability or reachable overlays so you can inspect layout and place events accurately.
Instructions
PNG image of a map (or a region) as the game draws it: tile layers with real autotiles, shadows, event sprites, plus a coordinate grid with x/y axis labels, event id boxes (colored by trigger), the player start (S) and transfer arrivals (T). Overlays: passability (blocked cells + walls), reachable (from the player start, a transfer arrival or reachableFrom), regions. Use it to understand the layout before placing events; use get_map_passability for exact walkability.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"mapId": "<mapId>"
},
"name": "render_map"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| grid | No | Cell grid and axis labels (default true) | |
| mapId | Yes | ||
| scale | No | Pixels per tile = tileSize x scale. Default: fit the longest side in about 1024 px | |
| assume | No | Game state used to pick each event's active page. Default: all switches/self switches OFF, variables 0, no items. | |
| events | No | sprites (default) = character graphics + id boxes, markers = id boxes only | |
| region | No | Map cells to cover (default: whole map) | |
| overlay | No | ||
| ignoreEvents | No | Ignore events (tiles only). Default false: blocking events count as obstacles. | |
| reachableFrom | No | Origin for overlay=reachable (default: player start or first transfer arrival) |