Golden Sun Hacking Community
April 28, 2017, 12:06:45 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home Forum DC Wiki   Help   Search Calendar Downloads Login Register  

While SMF naturally incorporates a powerful search engine, knowing how to use it is not surprisingly the key to returning successful results!

  1. Starting a Search
  2. Syntax
    1. Quote Marks
  3. Simple or Advanced?
    1. Simple Search
    2. Advanced Search

Starting a Search

Assuming the forum is running the SMF default theme (or a derivative of it), there should be both a simple Search field (partnered by an Advanced search text link) in the collapsible top section and a Search option in the main menu. If not, the main menu Search option should still lead straight to the advanced search screen.

Syntax

While you can just type (and search for) any combination of characters, you should consider using quotes to make your search really work for you:

Quote Marks

To put this in a nutshell, searching for simple machines forum will return any or all of these three words, but enclosing the search string in double quote marks (ie "simple machines forum") will return only the entire phrase.

Simple or Advanced?

Simple Search

To use the simple search (if enabled), the basic syntax outlined above is all you really need to know. But you might also like to know that this tool searches the entire forum for any or all of what you specify that's been posted during the last 9999 days (which is more than 27 years)! So, to take more control of your search, you should use the advanced search feature.

Advanced Search

Although the advanced search screen might initially seem a little intimidating if a forum has many boards and child boards, it's surprisingly straightforward when reduced to its basic components:

+  Forum Name
|- +  Search
Set Search Parameters
Search for:   by user:
     
 
Options: Message age:


Between and days.
Search order:

Choose a board to search in, or search all:

Category name





  • Some forums show the navigation tree at the top in a space-saving horizontal mode.
  • Despite initial appearances, there are really three options for how to search, with Match all words and Match any words being available from the drop-down, and "Match as phrase" still being available as described above.
  • The default * in the by user field is essentially a wildcard matching any poster. Please note that, while you can replace this with any single username for a more specific search, it's not currently possible to search for posts by multiple users except as that single wildcard.
  • Show results as messages returns the full message containing the search string (with a reply option) instead of the usual linked excerpt, but will naturally result in much larger results pages which might be significant if you are searching for a popular word or phrase.
  • Message age sets the minimum and maximum ages of posts to search.
  • Choose a board to search in provides you with another tool to narrow the scope of the search, with the default being 'all' (the whole forum or, more properly, all the boards to which you have read access).
  • The Search button not surprisingly sets the whole thing in motion, but hitting 'Enter' direct from any of the search fields is sometimes more convenient.
Cbox
Today at 03:06:05 AM
Rolina: 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 AM
Rolina: ---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 AM
Rolina: 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 AM
Lord Squirtle: The "lack of enemy variation" part specifically.
Today at 01:49:27 AM
Lord Squirtle: Lol, that's starting to sound like one of the reasons why I'm planning an AI overhaul.
Today at 12:32:55 AM
Rolina: 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 AM
Rolina: 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 AM
Rolina: 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 PM
Fox: Sounds like you got what I got way back?  Guess that means the error's still there.
Yesterday at 09:43:50 PM
Caledor: 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 AM
Fox: (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 AM
Fox: 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 AM
Fox: 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 PM
Lord 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 PM
Lord 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 PM
Lord 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 PM
Fox: 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 PM
Lord 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 PM
Lord 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 PM
Fox: 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.)

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.051 seconds with 9 queries.