The majority that I've seen on antiban is something along the lines of:
public class Class extends Script {
public int doScript();
public boolean antiBan() {
//possibility one
switch(random(0, 10)) {
case 1:
return tabs.open(Tab.INVENTORY);
case 2:
sleep(random(4123412, 13241789348483218242));
return randomNPC.hover();
case 3:
case 4:
return moveYourCamera();
case 5:
return true;
.
.
.
}
//possibility two (just a messier version of the 1st possibility)
int random = random(0, 100);
if(random < 20) {
return doShit;
} else if(random >= 20 && random <= 40) {
return doAnotherShit;
} else if(...) {
return etc;
}
return false;
}
public int onLoop() {
if(antiBan()) {
return random(1523, 521983);
}
return doScript();
}
}
This is a very dumbed down version, granted, and I doubt that anyone would really break down the methods in the way that I did here (and the sleep times are pretty wtf too), but this seems very rudimentary and repetitive, and will only likely help an account get banned. Antiban is can also be placed inside of doScript(), but it still has the same effect.
I've noticed this in multiple scripts, and I've started to realize that this kind of antiban actually aids in getting the player banned, so I've stopped adding it. There needs to be a way to randomize this more, or make it far less obvious. Has anyone found a better technique?
TLDR: I'm looking for a way to make antiban more efficient in terms of both randomization and structure;