Reply to: Note 40980 posted by Wars Why not make confiscate a player command? 'confiscate confirm' to confiscate all owned eq back to your pfile for 2tps. 'confiscate divorce confirm' for free confiscate after divorce. I would imagine there's some overhead involved with searching through pfiles and picking out your owned eq, but this doesn't strike me as the sort of thing that is going to be used all the time. If the overhead is a problem, a modest cooldown of 20 minutes would more than deal with it. No idea how much imm time it would actually save, but it's one less thing.
showing 50 most recent notes by Starling
Re: Fido/Mail Improvement
Sunday, December 2, 2018 @ 02:23
Re: Reason for setwanted ++++
Thursday, November 29, 2018 @ 12:10
Reply to: Note 40974 posted by Mitsuda | I vote to reserve Lasher's coding time for more useful features that do not | introduce another avenue for harassing other players and more work for the imm | team. Buff pthief! :D
Re: SH drink
Thursday, November 29, 2018 @ 06:15
Reply to: Note 18180 posted by Dillon This happens if you have nohunger wish. Do you have that?
Re: stolen keyword missing for shoplifted goods +
Saturday, November 24, 2018 @ 15:46
Reply to: Note 18173 posted by Lasher Perhaps 'shoplifted' would be a more accurate description of a bandit lifting random extras from a store?
Re: Gag / gameplay.
Saturday, November 17, 2018 @ 04:52
Reply to: Note 40868 posted by Starling This is the other thinking error I've come across. Yes, some players will just escalate and act out further, but it's cynical to assume all will do that. When they do, then more advanced levels of punishment can be tried, but it's better to give the person the chance and the choice to correct themselves before that point. If they shape up, good - success. If not, then the next step can be tried. Deterrent effect is based largely on the player receiving the feedback. We want to discipline and deter bad behavior, but we should only apply the force that is needed, and not use a 'one size fits all' approach because no one size fits all and everyone is different. As for myself I have enough besides channels to not consider quitting, but a player might very well not. We don't have 400+ on anymore and can't afford to just say "too bad" and just let them quit. If they escalate, we escalate, if they shape up, we thank them and back off. That's the right thing to do.
Gag / gameplay.
Saturday, November 17, 2018 @ 03:44
Posting to ideas although the idea is to fix something I see as a bug or incomplete treatment of player communication behavior issues. Hear me out. I think it's really bad that that channel gag / nochannel should interfere with PvE gameplay. For example, sometimes you have to do a social, or say something in the room to make something happen. As it stands, gag blocks both say and emote. Unlike pre-V3, there are no separate 'nosay', and 'noemote' commands/flags to handle issues specific to them. A gag is just a blanket lockout of most methods of talking to people. I understand that sometimes imms have to gag/nochannel players when they cross too many lines. I think all of us are on board with that and recognize that it sometimes needs to happen and when it does the player did it to themselves. But bad conduct on channels doesn't necessarily translate to bad conduct via say or emotes, and I venture to say if it happens it all, the effect is only significant if done at places like recall or questor, where people tend to congregate. If that happens, it can be dealt with if needs be. The real objective problem is that a channel gag/nochannel breaks the game and makes certain PvE elements (e.g. goals, navigating certain areas) unplayable. There is no benefit to having it be that way. Player conduct towards game elements and whatnot is an entirely separate issue and has nothing to do with overstepping on channels, even if the person does it a lot. It's unrelated, and goes against multiple principles of good administration and government. First, punishments should address the relevant issues, but not cause collateral damage. They should be specific enough, and of sufficient variety, to address variants of a general class of problem (e.g. cursing on channels, but otherwise not harassing anyone or spamming anything). Second, punishments should be thought out, again to reduce collateral damage that could work against the player shaping up and behaving better going forward. If someone messes up, we want to help them improve, not make them be worse. Breaking PvE game elements is frustrating and overall harmful to the player's game experience and makes it more likely that they will either quit, or react badly. Neither of these are desirable outcomes. A wise man once said fixing this would be like spending tax dollars on jails instead of schools. What he missed is that jails can be a school for good or for bad, and without the right attention and approach, they tend to be bad and not help matters. Jails are meant to deter future mistakes, not encourage new ones, so they need programs and funding to succeed. So I don't agree with what he said regarding that. A lot of it is because of the mentality "too bad, shouldn't have done that." I agree with it in part, "doing that" should get some feedback and corrective action, but the problem with "too bad" is that it's just a dismissal, and gives the message/image that this community is unforgiving - which is exactly opposite what it really is. This community is incredibly forgiving, and as a player gets established the truth is that people will want that person around, and would be upset to see them leave because of a punishment that overreaches and gives the impression that the imms are bad and that players are jerks. Some will want the person to stay even if they did something bad, and pretty much all of those will want the person to stop doing it so they can enjoy having them around. It's just how Aardwolf's community is. How we handle those who step out of line should go along with that, not overreach and break the actual game "just because too bad". This note is long because I expect the usual reactions and hope I can get it across that I'm pushing for adding nosay, noemote, and making gag not a blanket lockout on the grounds that its overreaching is harmful, and that nochannel is basically incomplete, in that it lacks the flexibility of V2 and earlier. It does cause collateral damage, which is something ideally avoided. The TLDR bottom line is that gag shouldn't prevent players from playing the game, in many instances it does just that. It is a channel content control device, and a punishment and is necessary sometimes. I'm for that. I just don't think it should interfere with gameplay/PvE. Is this a reasonable point of view? Would you please consider 'funding the jails' and make nochannel etc. work like it did before V3? Or am I totally bat-shipwrecked insane and out in left field? Lastly, at some point I'm going to either get off nochannel or stop caring, and at that point the punishment will no longer affect me. I'll either be too busy talking, or will have moved my focus to other things. I don't need to discuss my situation with anyone but the imms. What I don't like, though, is the idea of a player quitting the game because his nochan made him fail a cp. Yes, it's "just a cp" and "too bad" whatever, regardless I wouldn't be ok with that happening, and neither should anyone.
Re: Two distinct mobs showing up as quest mobs +
Saturday, November 17, 2018 @ 03:15
Reply to: Note 18162 posted by Zoot And this is why we don't plagiarize or copy each other's notes in class, kids ;) At least he didn't copy Xeno, heh ;)
Re: Thief stuff +
Saturday, November 17, 2018 @ 02:58
Reply to: Note 40865 posted by Mondaine | This sounds like it could address some of the issues thieves face | in regards to the timing of moving from a backstabb hit to melee | damage. It can be as fast as less than 1 second after backstab before melee | kicks in or as long as 3 seconds. IMHO it would be an improvement to have backstab lead directly into the first round of combat. I think it would make it a lot smoother. | round of melee, it's basically renderes the speed factor of backstab | and quickstab completely useless. This is the part I don't understand. Certainly, above relatively 'low level' I don't kill the round after backstab, or the round after that, or the round after that. Perhaps I'm doing something wrong. With damage versus players being less than damage versus mobs I can't imagine the scenario you describe and can only assume I don't know what I'm doing, or what I could do different. I don't have great gear, but even with better gear fights stopped being 1 round and done by the time I hit level 90 and were well on their way out before then. If I'm doing something wrong, help me out and explain what it is. If not, then I don't know if thief is as powerful as you make it out to be. It doesn't feel that way to me. Note I don't feel gimped either, but regardless stuff doesn't just instant-die for me. I think pthief needs a buff, in terms of damage, and in terms of added stealthy and 'cheap' tactics like throwing ghost pepper / blinding powder in the enemy's face. Thief/rogue classes are a staple of rpg type games and generally rely on evasion, not playing fair, and generally being a pain in the ass, all aimed at getting both your GP and your HP. A modest damage boost, evasion/escape skills, and crowd control beyond strangle (6-second i.e. 2 rounds in-combat stun/incap would be where I'd start. If it's too much it can always be dialed back but the first step is to give something new a try; I say go for it and let's see where things land.
Re: AardMUSH+Scripting Tutorial ++
Saturday, November 17, 2018 @ 01:16
Reply to: Note 7768 posted by DjVoltron Mushclient is endorsed by Lasher and the rest of the administration, because they know it will generally enchance the game and increase enjoyment for the people playing it. They endorse it even though they know it can be used to do bad things, and help us not do those things by setting rules for us. They even tolerate what they see as 'grey area' because they know that disagreeing with something doesn't necessarily mean that it's bad - but the extent and existence of that area is ultimately up to them. I think of it as an alternate scenario that would have played out if Zeus had not so jealously guarded fire as his own. When Prometheus stole it, Zeus treated him with anger and vengeance, not understanding that keeping fire to himself only drove Prometheus' curiosity and desire further. Punishing Prometheus did nothing to put the cat back in the bag. It just made Zeus sort-of-but-not-really feel better, and made him look like an ass besides. The better decision would have been to give fire to the mortals (in essence, that's what endorsing mushclient does) and setting some limits on its use. Do cool things with it, have fun with it, build stuff, make things happen. Just don't do anything that breaks the world or makes things worse. Be smart and responsible about what you're doing. Here's the list of what not to do, if you do them it's a problem, keep doing them and you're a problem, and you'll both be solved if needs be. Entirely reasonable and enlightened, and clearly intended. By your own logic, you should have no problem with people using scripts in general. It makes sense
Re: StatMon - What is position (number) +
Saturday, November 17, 2018 @ 01:05
Reply to: Note 7761 posted by Tymme The state numbers given in help telopts are those sent via GMCP. Statmon sends different numbers than GMCP: 1 - asleep 2 - resting 3 - sitting 4 - in combat 5 - standing, not in combat There are no values to describe afk or running state. I'm not sure if those five are the only states sent via statmon. Note/desc edit likewise give no change of state as they send no statmon tag.
LF advice in re computer power supplies.
Friday, November 16, 2018 @ 22:39
Hi all, Looking at my laptop I see that it runs on ~11.1 volts DC. How tolerant are computers' internal power handling circuits to small over- voltages? Specifically, ~12.9 volts (lead-acid boat battery)? Do they just go pop immediately, or do they have some capability to buck or otherwise handle the extra 2 volts? Thanks for any help or information.
Thursday, November 15, 2018 @ 08:58
Re: Talsa Vegetable is flagged as key ++++
Friday, November 9, 2018 @ 20:31
Reply to: Note 18145 posted by Mordist I actually like the Deathtrap items going on the keyring. I suggest against changing it. Of course I expect you to ignore this categorically.
Re: Sloth Effect removal at Clan/Manor/Aylor Healer +
Friday, November 9, 2018 @ 01:44
Reply to: Note 40788 posted by Tram I think the real solution here is to allow more 'technological' areas under the building rules, which would allow for sloth removal effects via getting shocked up the butt because you sat on a 11kv downed powerline. Could work?
Pthief retreat in wars +++++++
Saturday, October 27, 2018 @ 18:43
Reply to: Note 40723 posted by Tymme I've always thought wars would be more fun if you didn't get kicked out as soon as you die. It would make them more fun if there were respawns, imho.
Re: bug in academy training
Saturday, October 27, 2018 @ 04:39
Reply to: Note 18133 posted by Gedeon I'd guess it's set up like this in case you lose the bag, you can go get another one.
Re: Rosalind, Radiance Woods
Friday, October 26, 2018 @ 21:06
Reply to: Note 16824 posted by Androg I usually caution against changing speech unless there's clearly a mistake. The comma implies less of a pause than a semicolon, as in conversational speech, as opposed to something like a room or other description. Maybe Rosalind just talks fast, due to being worked up from dancing.
Re: bunch of heavy keys, melody
Wednesday, October 24, 2018 @ 16:30
Reply to: Note 16812 posted by Tymme No, because the "it" in what does it open refers to the bunch, not the keys. "Keys" in this case is the object of the preposition, while the subject is "bunch". So we are asking what does it [the bunch] open, so the pronoun agree with the word it is standing in for.
Re: 'goals' output
Monday, October 22, 2018 @ 16:28
Reply to: Note 16805 posted by Tymme Or could just make the goal desc wrap within its column. I don't think that would look bad.
Northstar / Elana Pendalton
Saturday, October 20, 2018 @ 02:25
Amanda and Arianna Pendalton both have their last name as a keyword, but Elana is missing hers.
seige camp / knock off brother
Friday, October 19, 2018 @ 17:41
Intuitively, one might expect this mob to have 'brother' as a keyword, because it's the only noun/object in the mob name. Can it be added?
wear/remove using item id and quotes.
Thursday, October 18, 2018 @ 06:36
wear 477877485 -> I equip Gwillimberry portal in portal slot. wear '477877485' -> I equip Gwillimberry portal in portal slot. rem 477877485 -> I un-equip the portal rem '477877485' -> It tells me "You are not wearing that item." I checked eq and I am still wearing the portal. It looks like when referencing the item by its unique id, wear will work with or without quotes around the number, whereas remove only works without quotes. With quotes it doesn't recognize the item.
Kerofk area range
Wednesday, October 17, 2018 @ 09:26
Kerofk's area range is 5 to 100, but looking at mobdeaths/mobquest, the highest level mob I see is 'the orb' which is level 29. I think the range should be 5 to 25, or 5 to 30 as it would better reflect the actual levels of the mobs in the zone.
Search and Destroy v2.0 (rel-1.0.7)
Monday, October 15, 2018 @ 09:16
Good morning, I just uploaded the latest S&D update, available on my Github as usual. It's a lot of internal code changes for the most part, along with some cosmetic and functional changes. The main thing is that it should feel crisper and faster. https://github.com/AardStarling/Search-and-Destroy-v2.0 Details are in the readme, as always. There is also a help file, which replaces the help that I removed from the code itself. It was becoming very outdates and took up a lot of room, and was just in general a mess. Let me know if there are any issues and I'll do what I can. Happy hunting!
Saturday, October 13, 2018 @ 07:35
Reply to: Note 40611 posted by Tymme No, don't. I miss socials like "You think now is a good time for a nap." And similar socials that were phased out or changed years ago. Does anyone else miss that stuff? I sure do. Don't change it.
Contacting me via personal note is best.
Wednesday, October 10, 2018 @ 11:53
Subject says it. I work a crappy schedule so most of the time I'm not actually here. If I don't answer your tells that's why; I'm either at work or asleep because working in a warehouse is tiring. Write me a personal note and I'll get back to you. I can't get back to you in much of a meaningful way if you send me a tell like "I have a question" and then log off. It kinda just don't work, ninja. Thanks for all your support and I'll have an update to S&D coming out soon.
Re: Item limits +++++
Tuesday, October 9, 2018 @ 06:09
Reply to: Note 40591 posted by Fiendish > I don't make the rules around here, but I disagree. On what basis?
Re: Daily Blessing Token Cleanup!
Saturday, October 6, 2018 @ 20:16
Reply to: Note 40581 posted by Zoot I think they should all be tradeable again, especially the area reset tokens. The main (only?) reason I can recall for their being made owned is that pranger/shaman subclass union threw a fit and complained that it was diluting their monopoly on summon life. I think that's an incredibly minor concern and should be ignored.
Re: Player names- allow numbers and dash/underscore
Saturday, October 6, 2018 @ 00:54
Reply to: Note 40575 posted by Tymme Can we take Advenchurer off the badname list?
Re: Bring Back the Debate Channel +
Wednesday, October 3, 2018 @ 05:53
Reply to: Note 40553 posted by Wars > We were told we wouldnt be told to "move it to another channel" since > some imms seem to disagree with this and continue to ask us to move it to > another channel then yes maybe Debate should come back. I'd rather those imms be told to back off.
Re: The Covenant of Mistridge - a peasant girl +
Friday, September 28, 2018 @ 20:21
Reply to: Note 16757 posted by Redryn It's good form to have relevant adjectives be keywords along with relevant nouns, and there has never been any issue with having them added when missing. Not sure why you have such a problem with this.
Re: nospellup command ++
Wednesday, September 26, 2018 @ 16:49
Reply to: Note 40502 posted by Fiendish > every time someone makes me invisible when I don't want to be. Well, we can't make questor invis anymore so we have to get our kicks somehow.
Re: Brilliant Ideas for the Betterment of Aard
Monday, September 24, 2018 @ 08:09
Reply to: Note 40465 posted by SeanJac | 4. Why do people benefit from the dodge of other classes when they remort | into them? There should only be one dodge type you can benefit from. Dodge | as it is now is OP. Please change. If you run statistics on this, you find that your remort class dodges occur at a much smaller frequency than your primary class dodges. This small added benefit is not OP.
Re: hammer weapon type ++++
Sunday, September 23, 2018 @ 15:17
Reply to: Note 40461 posted by Wars I understand, I just think it should be left as 'one of those things'. Allowing to change non-metal weapons to hammer would be a buff to an already strong class, and tbh other classes should have their legitimate issues looked at first. The weapon isn't unusable by any means, it's just not usable in the way some would like - that doesn't make it broken. Then again I don't play BS so have no idea how hard the nerf bat just hit, although I know from experience in other games that it's never something you look forward to when it's your own class getting it.
Re: hammer weapon type ++
Sunday, September 23, 2018 @ 14:04
Reply to: Note 40459 posted by Level I think it should be left as one of the downsides to playing a class that is otherwise strong. Just because you rolled blacksmith doesn't mean you should be able to take the most powerful weapon you want, turn it into a hammer, and move everything down even faster.
Sunday, September 23, 2018 @ 10:32
The widening treatment didn't apply to mobquests.
Re: Global Quest Reset Tokens +
Sunday, September 23, 2018 @ 04:35
Reply to: Note 40450 posted by Tymme That same helpfile also mentions that campaigns are a level based feature, if you want to campaign again, you need to level, but we have cp reset tokens just the same. There was nothing harmful about sitting at level 1 getting extra qp from losing gq's, you can get far more qps in a solid day of campaigning. I doubt if much will be hurt if someone occasionally gets an extra 300 qp before they need to level up.
Saturday, September 22, 2018 @ 04:31
I don't know if these inconsistencies are intended or not, and am not sure if to post on bugs or typos, but regardless. There are inconsistencies with the names of certain fields: time/timer, and targ/target. The page with this info is also missing comm.quest output for player off quest, but must wait before taking new. I was going to describe it in more detail in this note, but writing and editing such a tedious description didn't sound like fun. I just copied the info from the aardwiki page at @ http://www.aardwolf.com/wiki/index.php/Clients/GMCP into an image, edited it, and pasted it online at: @ https://pasteboard.co/HF2BhJx.png Similar fields are the same color, but are either single or double boxed to show how they are different. Are they supposed to be different? From my perspective as a script writer, the differences ultimately aren't a problem, but it still seems odd.
Lua / C.
Friday, September 21, 2018 @ 20:34
If I write a program in C, how do I get Mushclient/Lua to send data to it?
Re: Jotunheim - A Mountain Path
Thursday, September 20, 2018 @ 07:49
Reply to: Note 16742 posted by Dathon I think "through the mountains" is actually correct. The room desc for 31505 says the path ('hidden trail') "leads up into the mountains". A mountain path can refer to a path through a mountainous region as well as a path on a single mountain, so the room desc for 31533 accords with that too.
Re: Colors +
Monday, September 17, 2018 @ 16:32
Reply to: Note 40423 posted by Crowley Crowley likes it when you send him randomly-multicolored tells :D
Sunday, September 16, 2018 @ 05:14
1) Thief is a melee class so it should get either the full melee version of enhanced damage, or a version intermediate between that and the non-melee version that casters (and thief) get. 2) Instead of making thief a high damage/fast grinding class like blacksmith and warrior in general, make thief a high mitigation by avoidance class. Where other classes have one class dodge, thief would get three: misdirection, deft avoidance, and sidestep. Each of these would function as a full class dodge versus melee, but each would have its particulars: - riposte: when an enemy attack is misdirected, thief counter-attacks - sidestep: Against melee it would be a normal dodge. Against magic attacks, the thief learns to step out of the way of fireballs, lightning, and the like, giving the thief a chance to reduce a spell's damage by up to 90%. - deft avoidance: more effective against incoming melee than misdirection and sidestep. Think Bronn fighting Ser Vardis and you get the idea. Thief should deliver solid melee since it's a melee class, but not every class needs to mow through everything in sight like hammerswing, or be the fastest grind class. Thief is the kind of class that would want to avoid damage instead of trying to tank it, so it makes sense they would dodge and move all over the place, and be generally annoying to kill.
Saturday, September 15, 2018 @ 22:05
Lbid numbers have passed the 90000 mark so I'd like to ask: Please make them roll over to 1 instead of going to 100000. There is nothing to be gained by having to type 6 digits. For whatever reason, my brain likes to transpose digits and the process of correctly typing a 5-digit number is just... not smooth. They're just really aggravating to me. Six will be even worse. I think lbid should roll over to 1 and should roll over after 9999. I should probably just write a script at this point, but have always just done lbid manually, and a 4-digit id is easier to type and ensures that auction listings are uniquely identified (within a relevant time frame). If listings are logged by the system just make the current lbid id the 'serial' number and store it internally. If multiples of 10000 are skipped, then serial modulo 10000 -> lbid id gives a range of 1 to 9999, very simple. At any rate please roll it over after 99999! :) Thanks
noscan mobs / closed clan halls
Friday, September 14, 2018 @ 21:52
I notice that Dominion's trainer (Rasputin) is noscan. All well and good when the clan was in business, because active clans can set their mobs to whatever they like. Now that the clan is closed and its assets have reverted to the Crown, I think noscan trainers, shopkeepers, and similar mobs should be made scannable, for the public good.
Tp enchant info ++++++++
Wednesday, September 12, 2018 @ 06:17
Reply to: Note 40394 posted by Starling Put another way, suppose person A and person B sell the same weapon, same dr, same everything. Except: - Person A got unlucky, spent 200 tps, and is asking 200. - Person B got lucky, spent 110 tps, and is asking 120. Which weapon do you think I'm going to buy? Who is going to buy person A's weapon? Most likely no one, so instead of getting some return, person A gets no return at all. The only people who would pay the 200 would be folks who don't know enough to question what they're being told, or people who have been misled or denied critical, need-to-know information. Seller can of course claim "buy beware, should have known" but now they're in the Dexter zone and it just isn't going to fly, because people like me will be damned if we let it. Person A ends up looking like a schmuck and a crook, and that reputation will stay with them and cost them, long after their attempted sale in the here and now. So, you know what? Go ahead and implement this change, it will help people like me shop around for better deals. The ones who want to complain about their crappy luck and "get what they deserve" will get exactly that - no sale.
Re: Tp enchant info ++++++++
Wednesday, September 12, 2018 @ 05:53
Reply to: Note 40383 posted by Crowley | We base our evaluation not on the HR/DR of the object, but about how | many trivia points were put into it, because if a person put in 100 trivia | points to max enchant it, then we want to pay what we feel 100 trivia | points is worth plus the value of the weapon. The thing is, I don't care how many trivia points you claim to have spent on tp-enchanting your weapon. I can't prove how much you spent, either way. I can only prove that the average cost per hr/dr is 1.4 trivia points, because that is what experiments show and those experiments can be easily replicated. If you want me to pay more than that, then you have to convince me to do that based on some other criteria of merit and whatever sales pitch you can put forward. I'll assume that most people won't try to pull a Dexter and resort to things like blatant deception^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^H^Hslight embellishment, but you could of course do that too. Another thing is, if you sell multiple tpenchanted weapons, some of those will have a lot of luckies and therefore fewer tp put into them, others will be less lucky and will have cost you more, but in the end with enough sales the average price converges to the experimental average of 1.4 tps per dr. This note is mainly aimed at the thread but your note just happened to lay out the (albeit fallacious) logic in a way that was easier to respond to.
S&D 2.0.0 bug fixes.
Monday, September 10, 2018 @ 08:54
Fixed a couple of bugs related to noexp at level 200/1. In cases like this I'm not going to change the overall version number (2.0.0) but I will update the release number (at this time, 1.3) as needed. There are some qualify of life enhancements on the way. That will get a new version number (2.0.1)
Re: Manor Shopkeeper upgrade
Monday, September 10, 2018 @ 06:37
Reply to: Note 40370 posted by Crowley You mean you don't like all the free stuff I give you? How rude!
Re: lottery odds
Saturday, August 25, 2018 @ 18:42
Reply to: Note 40297 posted by Tymme Does the lottery just roll d60 three times, or does it roll d60, d59, d58? I don't often play, so I've never paid attention to whether it repeats numbers. If the former then jackpot odds would go from 1/36000 to 1/57166.6-bar. If the latter then jackpot odds would go from 1/34220 to 1/54740. Assuming I calculated it right. You have to remember that the winning numbers can be arranged in 6 different ways and all of them are winners, making the actual odds better than what you'd get if you only do the multiplication part, i.e. 1/60^3 or 1/(60*59*58).
creating new sqlite database
Friday, August 24, 2018 @ 20:12
If someone could just give me an example or basic explanation of what to do. I'm reading over the things on Gammon's site and it's safe to say at this point that I have no idea what the hell I'm doing.