This script allows you to take a full image of any of your game’s maps
and export. An image of the map is referred to as a “mapshot” (as opposed to
The script provides various configuration options to control what kinds of
things you want to see on your map, such as events, vehicles, region ID’s, or
specific tile properties.
Note that if your map is too large this script will not work. There is a currently a limit of 97825 tiles per map (eg: 200×100 map has 20000 tiles).
Script: download here
Draw Pictures – draws any pictures on the screen in the screenshot/mapshot
This script provides two functions:
- Screenshot – take a picture of the current screen
- Mapshot – take a picture of the map
The default key for taking a screenshot is F6.
The default key for taking a mapshot is F7.
These can be changed in the configuration section.
There are a number of options available in the configuration. Both screenshots and mapshots support the same options.
To take a mapshot, first start the game, and then hit F7.
A message will appear informing you that a mapshot was successfully taken.
You can find the image in the “Mapshot” folder inside your project. The above
map looks like this (the image itself is full-sized)
Alternatively, you can use script calls to take mapshots.
ms = Map_Saver.new(map_id) ms.mapshot
Aside from exporting images, you are able to use the image that the
map saver captures.
ms = Map_Saver.new(map_id) ms.mapshot bmp = ms.map_image
This gives you a reference to a Bitmap object that contains an image of
One of the configuration options available is to determine whether events can be drawn or not: if it’s true, then events will be drawn. If it’s false, then they will not be drawn.
However, if an event is meant to act as a tile, then you want to be able to specify that only these should be drawn. You can do this by creating a comment on the first page of any events that should
These events will then be drawn even if you have chosen not to draw events.