|April 28, 2017, 12:00:02 PM|
Since posting messages is basically what forums are all about, we will spend some time looking at the various options and techniques available. Those who are familiar with forum software, HTML or bulletin board code in general may prefer to skip straight to the Bulletin Board Code and Smileys references.
Please note that, because an SMF forum may be customized extensively by its administrator(s), the presence of a feature in this documentation does not necessarily mean that it will be available to all users in all forums.
Browse to the board where you wish to post and click the New Topic button (positioned by default at both the top and the bottom of the board, as shown in the User Help Introduction), which should take you to the Start new topic screen. While this presents a number of options, the two most important are the Subject field and main Message field (not labeled as such, but obvious by its size). So enter your subject and start to type (or paste) your message into the main text area, noting that a message missing either a subject or a body will not be accepted for posting until it has both. If you're happy with your plain text message, you can then post it by clicking the Post button and/or preview it first by clicking the Preview button, but there are many further options available to make things that little bit more interesting.
A poll is basically a topic with an added question and voting options, started by clicking New Poll instead of New Topic as described above. To post a poll it is necessary to fill out the Question field and at least two of the Option fields in addition to the Subject and Message fields required by a standard topic. Further options to configure how many choices the user may vote for, how long the poll should run, whether users can change their votes and what conditions must be fulfilled for the results to be displayed should be self-explanatory.
To offer more than five choices in a poll, simply click Add Option as many times as necessary.
Note that it may also be possible for some users in some forums to add a poll to an existing topic.
Where this option has been configured (it's not standard 'out of the box'), you can post an event by selecting Calendar from the main menu followed by Post Event from the calendar screen. What you see now is a Start new topic screen with supplementary fields for the event title, date and target board, which simply add your event to the calendar and create a link back to your post in that board.
Replying to a topic or poll is basically the same as starting a new topic, but it's not necessary to enter anything in the Subject field unless you wish to change what's already there. To vote in a poll, you simply have to select your chosen option(s) and click Submit Vote.
To reply to a post by quoting it, you can either click the Quote button for the relevant post and add your own message to the quoted text or click the Reply button followed by Insert Quote from the relevant post in the 'Topic Summary' below, but note that:
To modify a post, click the Modify button and make your changes. Note that most forums are likely to be configured to show the date and time of the last edit, but the administrator(s) may also allow a short period to elapse before this happens.
To delete a post, click the Delete button followed by OK from the Remove this message? box that appears. Some forums may also allow you to remove topics or polls that you start, but the buttons for these are usually at the bottom of the page.
This drop-down menu allows you to change the default icon for the subject line to something matching the mood or purpose of your post.
Bulletin Board Code (or BBC) is the essential tool for formatting and changing the appearance of your post. While it affects the plain text in much the same way as the formatting tools in any word processor, the main Message field does not behave in a WYSIWYG manner, so you should preview your message if you need to see what it will look like when posted.
A complete SMF Bulletin Board Code Reference is provided below.
While smileys can be viewed as purely whimsical in nature, they can also play a valuable role in clarifying the written word in much the same way as vocal inflections and/or facial expressions clarify the spoken word. Like most forum software, SMF provides a standard range of smiley images which can be added to posts by clicking the relevant icons or typing the relevant codes. A don't use smileys option is naturally also provided for those occasions when you don't want typed character combinations that would normally be displayed as smileys to be converted to the expected images!
A complete SMF Smileys Reference is provided below.
Before listing the available BBC buttons and their purposes, let's see how they work by imagining that we want to post some text in bold type. While we can start by clicking the B (Bold) button and typing our text between the tags it produces, it's often more practical to type the text first, highlight it and then click the button. So typing 'text', highlighting it and clicking the 'B' button should produce '[b]text[/b]', which renders as text when posted or previewed. (NB This doesn't work in Opera, which inserts the tags at the end of the post.) Subsequently highlighting '[b]text[/b]' and clicking the I (Italicized) button will produce '[i][b]text[/b][/i]', which not only renders as text when posted or previewed but also introduces the concept of nesting, which means that each new set of tags in a case like this should be seen as a new 'box' containing both the original text and any tags already applied to it.
Note that the BBC tags can also be typed and edited direct instead of clicking the buttons.
The following options may appear by default in some forums but be contained within an expanding/collapsing panel (try clicking the link with the arrow below!) in others:
Check this to subscribe to email notification for the topic.
Check this to return to the topic (instead of the message index) after posting (NB you can also set this behavior as a preference in your profile).
Check this to prevent certain character combinations in your post from being parsed and rendered as smileys.
If enabled, this feature allows you to attach files to your posts in much the same way as most email clients, so you simply have to browse to the relevant file(s) on your computer before clicking Post. You can delete your attachment(s) or add more by modifying your post, but please note that:
The buttons shown belong to the SMF default theme and may differ from forum to forum.
|The three attributes (eg red, 2, 50) in the 'glow' tag are color, strength and width respectively.|
|The two attributes (eg red, left) in the 'shadow' tag are color and direction respectively.|
|Marquee||[move]move[/move]||Not valid XHTML, but can also be used for images!|
Simple Machines Forum
|Preserves critical text formatting, rendered in a monospace font.|
|Left Align||[left]left align[/left]||
|Right Align||[right]right align[/right]||
|Right-to-Left||*||[rtl]right to left![/rtl]||
right to left!
|Typical usage would be to post Arabic or Hebrew in an English document.|
|Left-to-Right||*||[ltr]left to right![/ltr]||
left to right!
|Typical usage would be to post English in an Arabic or Hebrew document.|
|Font Size||[size=10pt]font size[/size]||font size||*|
|Font Face||[font=Verdana]font face[/font]||font face||Only fonts installed on the user's computer will be displayed, so use with caution!|
|Font Color||[color=Red]red[/color]||red||Select the color from the drop-down.|
|http://somesite/somefile.swf||Please note that, if embedded Flash has been disabled by the forum administrator(s), the Flash file will appear as a straight hyperlink as shown here. The two attributes in the 'flash' tag (where relevant) are width and height respectively.|
|Type the width and height attributes to resize the image.|
|[img width=48 height=48]
|Insert Hyperlink||[url]http://somesite/[/url]||http://somesite/||NB the 'url' tag opens in a new window, but you can type 'iurl' tags to open in the same window.|
|Insert FTP Link||[ftp]
|Insert Table||[table][/table]||*||No meaningful output from the 'table' tags alone.|
|Insert Table Row||[table][tr][/tr][/table]||*||No meaningful output from the 'table' and 'tr' tags alone.|
|Insert Table Column||[table][tr][td]
|Note the correct nesting of the tags, so the 'table' tags contain the 'tr' tags, which each contain an equal number of 'td' tags!|
|Insert Code||[code]<?php phpinfo(); ?>[/code]||
<?php phpinfo(); ?>
|Always use to preserve formatting of code and avoid parsing as BBC and/or smileys!|
|Note the optional 'author' attribute.|
Quote from: author
||While you can add as many items as you wish, each item must be contained by the correct opening and closing tags. You can also style your list item bullets with special opening tags and no closing tags, but this option doesn't currently output valid XHTML.|
|Abbreviation||*||[abbr=exemlpi gratia]eg[/abbr]||eg||Displays the full expression for the abbreviation on mouseover.|
|Acronym||*||[acronym=Simple Machines Forum]SMF[/acronym]||SMF||Displays the full expression for the acronym on mouseover.|
The smileys shown here are the standard set from the SMF default theme and may differ from forum to forum.
|Name||Image (click to insert)||Code (type to insert)|
Please note that not all of the smiley codes will be correctly parsed and converted to images unless their opening spaces are present.
Today at 03:06:05 AMRolina: Once I'm done with data collection, I'll post a summary of my findings, and will begin by proposing a set of modification categories and their associated values. Problem is, it'll use my system, so I'll need those more familiar with the two casting systems (MPP and INT) to translate the intent of the modifers properly.
Today at 03:03:18 AMRolina: ---extra turn, it's good now because of my proper hard mode" nonsense method of fixing the lower difficulty curve of the games. I think the first thing to look at is the Size and Type of enemies. A small plantoid should have substancially different than a medium goblinoid, imo. Especially when you start factoring in other modifiers, such as body shape, the role in combat, monster tier level, and even manual tweaking. Sometimes, a turtle just needs that extra 10% defense to really make sense.
Today at 02:59:39 AMRolina: Yeah. I was getting data so I can use the trendlines as a basis for an enemy creator using my system. As it turns out, it may turn into a tool for the GSHC before then just to get some consistant statistical variatino added in. Between that and your AI project, we could probably do a lot to help with widening the scope of enemies in the game. Could lead to a proper increase in difficulty that has nothing to do with something simple like "so guys I upped theier stats and gave them all an---
Today at 01:53:24 AMLord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AMLord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AMRolina: I thing it goes a long way to explaiing why battles are on the easier side - just a pure lack of enemy variation. When the big bad dragon shares the same statistical layout as a freaking grub with a stick... well, I figure something should be done about that. Luckily, we're here to correct such lazy design.
Today at 12:30:41 AMRolina: And PP is even worse. It looks like it's completely divorced from level for most monsters, with them gaining PP based on what and how many spells they have on their movset, usually around 20 for most non-damaging spells.
Today at 12:29:30 AMRolina: Been doing some data collectino with enemy stats. Less than a fifth of the way through so far, and.... well, from the trends I've been noticing, the results look kinda... depressing. Most monsters seem to follow the same statistical trends, regardless of what type of creature it is. Could be a bird, a beast, or a freaking turtle - the ratio of Health, Attack, Defense, and Agility appears to be following the same ratios.
Yesterday at 11:36:37 PMFox: Sounds like you got what I got way back? Guess that means the error's still there.
Yesterday at 09:43:50 PMCaledor: Menu Box patchs for TLA is up. sadly i got an error after uploading so i tried again without checking and now there are 2 patches. If someone could delete the second one i'd appreciate it.
Yesterday at 12:17:52 AMFox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Yesterday at 12:15:33 AMFox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Yesterday at 12:10:36 AMFox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
April 26, 2017, 11:58:08 PMLord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
April 26, 2017, 11:57:26 PMLord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
April 26, 2017, 11:56:18 PMLord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
April 26, 2017, 11:50:27 PMFox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
April 26, 2017, 10:07:39 PMLord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
April 26, 2017, 10:05:36 PMLord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
April 26, 2017, 08:06:20 PMFox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)