Play an event on the map the way a player would: it waits for its trigger, shows its text and choices over the map, plays its cinematics and switches pages when it should. Step through it one command at a time. Nothing is saved.
Test events on the map
Test on map plays your events on the map you're editing, the way the game would. A chest waits until you click it, gives its loot, shows its text and then draws open, because its self switch moved it to its second page. You don't need a server, a publish or a save.
Where to find it#
Open any event in the World Editor (double-click it, or right-click → Edit). In the event editor's header, press Test on map.
- With the event editor docked beside the map, it stays open while you test, so you can watch the commands and change them.
- As a full-screen editor, it steps aside while you test and comes back when you press Stop.
How to test an event#
- Open the event and press Test on map. Your edits are tested even if you haven't saved them.
- A ring appears on every event on the map. Green pulsing rings are waiting for the player; grey ones have no page in play right now.
- Click an event to start it the way its page says:
- Action Button: the test player stands in front of it and interacts.
- Player Touch / Event Touch: the test player steps onto it.
- Autorun events start by themselves as soon as their page is in play. Parallel events run once.
- Answer what the event asks in the window over the map: click (or press Space) to continue text, click a choice or press its number, type a number, pick an item.
- Watch the map: loot and gold float over the event, balloons and sounds show where they happen, and an event whose page changed draws its new page. A Play Cinematic plays its scene over the map.
- Press Stop (or Esc) when you're done. The map goes back to exactly how you built it.
Step through an event#
Press Step events in the top bar, then start an event. It stops before each command. Press Next (or Space) to run one. The panel says what comes next, and the Graph view in the event editor lights up the step as it runs. Press Step again to let the rest run by itself. A Wait is skipped while you step, and the run log says so.
The test panel#
The panel on the right of the map shows the following. When the map is narrow, such as with the event editor docked, it starts collapsed and shows only the latest log line. Click its header to open it. Below a wide screen, starting a test hides the sidebar to give the map room. Show Sidebar in the toolbar brings it back.
| Part | What it does |
|---|---|
| Gold | The test player's gold. Type a new amount and press Enter to try another branch, such as having enough for a toll. |
| Level | The test player's level, for a page or an If that checks it. |
| Items | What the test player has. Give an item adds one. |
| Switches and variables | Every switch and variable the test has set. Click a switch to flip it, or type a new value for a variable. The Switch or variable menu adds one no event has touched yet, so you can reach a page that checks it. |
| Self switches | Each event's self switches set in this test. Click one to flip it. Turning a chest's A back off closes it again. |
| Run log | Every step each event took, in order, plus every page change ("Chest now uses page 2"). |
The top bar has Step events (run one event command at a time; a Preview has no Step), Restart (a fresh test player and fresh switches) and Stop. In the event editor, Test again restarts the test with your latest edits.
What a test shares with the game#
- Same rules. Events run on the same event engine the game server uses, so branches, loops, variables, common events and page conditions behave the same way.
- One test world. Switches, self switches, gold and items carry from one event to the next in the same test. A lever that sets a switch opens the gate that checks it.
- Real time. A Wait takes as long as it says, and a Play Cinematic that waits holds the event for the scene's length.
- Common events run inside the event that calls them. Their steps are in the run log. The graph stays on the Call Common Event node until they finish.
What a test does not do#
- The test player doesn't walk. Clicking an event moves it straight there. Movement routes finish at once.
- Nothing reaches a server. Battles, shops and crafting are written to the run log as "Would…" instead of happening. A spawned mob shows as a dashed outline saying Would spawn, and a transfer to another map darkens the map for a moment and says where it would take you. A transfer on the same map moves the test player.
- A cinematic plays in the editor's view. You see its actors and effects as you would on the stage, with no game camera moves. To check the camera, use Play in game on the stage.
- Minigames don't open. You pick how the minigame went (Perfect, Success, Failed…) and the event carries on from there.
Gotchas#
- An autorun that never turns its own page off is stopped after 3 runs. The run log says so: in game it would freeze the player. Give the autorun a last command that turns a self switch or switch on, and a second page that checks it.
- A Loop with no way out is stopped after 20,000 commands. The run log says so, and the test carries on. In game it would run forever.
- "No page in play" means none of the event's pages has its conditions met for the test player, so in game the event isn't there. Set the switch it needs in the test panel, or check its page conditions.
- A page with no graphic looks the same after a page change. Only the "Now page 2" label and the run log show the change. New chests come with closed and open pictures you can replace; set a graphic on each page of your other events.
- A Change Items with no item chosen does nothing. The run log says so. Pick the item on page 1 of the chest.
- Only saved events join a test, plus the one you have open. To test two new events together, save the first one.
- Painting is paused while a test runs. Clicks on the map go to the test. Middle-drag still pans the map. Press Stop to edit again.
- Changing maps ends the test.
- The event editor's preview is read only. Beside the list on a wide screen, it shows the page as a storyboard. Its Test on map button is the same test.
- Agents can run a test too. The event test tool for Copilot and the Creator MCP takes a script such as "interact with the chest, pick choice 1" and returns the run log and the final state, without saving anything.
- The playtest Dry Run is a different tool. The toolbar's Dry Run walks the whole map in the game client; Test on map plays events inside the editor. See Playtest vs Dry Run.
- To walk the map yourself, use Preview. The Preview button on the map canvas runs the same test with a character you walk. See Preview your map.