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Thread: Human Like - Anti Ban

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    Default Human Like - Anti Ban

    Hey everyone, not sure if there is already a post like this but here goes;

    I'd like to discuss anti-ban in scripts. What are some ways to create a near flawless anti ban (humanised)?
    What ways have worked for you? What ways haven't? I want to learn about different types of anti bans before choosing the best or multiple ideas to implement in my scripts.

    Here are some ideas I would imagine to be good;
    - Multiple walking paths
    * eg. 3 paths to walk to bank, method will pick randomly - one of the three paths
    - Random waits implemented for when you would wait as a human
    * Short waits
    * Long waits
    - Hover over interfaces
    * Skills, XP, etc..
    - Switching interfaces
    * eg. Backpack to skills to friends list etc..
    - Rotating/changing the camera

    If anyone has any further ideas, feel free to discuss.
    Last edited by Jayden C; 01-16-2015 at 04:09 AM.

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    These are all really good ideas, which might be the reason they are all included in SRL already lol. Not being a smart ass, but every single one of your suggestions is already implemented. With the exception of 3 walk paths, as SPS is already very human-like and isn't constricted to a specific number of paths.

    Take some time and read up on the basics of scripting for SRL. You'll be surprised at how many tasks in Runescape can be called with a single line of code, rather than having to write up a whole procedure each time.

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    Quote Originally Posted by theOrganization View Post

    Here are some ideas I would imagine to be good;
    - Multiple walking paths
    * eg. 3 paths to walk to bank, method will pick randomly - one of the three paths
    No, no, no no picking randomly walking paths. Sps isnt very human like, i think walking may be one of the reasons some of my scrips being banned. For example in dragon bot i used sps walking like you said i think 4 paths picking randomly. Its toorandom and in long term random coms in like not so random for example you do 200 trips to kill 2k+ dragons to pay off for bond you run 200times atleast, or like in varrock cause you die or forced to teleport like 300 times. 4 random paths would be distributed as like 75 path1 75 path2 76 path3 74 path4, in large quesntities random comes not random. Switched walking to give higher chances for one path, just changed their distribution to like 12, 15, 70, 3. Things way better after that. ofcourse they still getting caught toofast to make huge proffit but atlast tey pay off their bonds.

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    Quote Originally Posted by cosmasjdz View Post
    No, no, no no picking randomly walking paths. Sps isnt very human like, i think walking may be one of the reasons some of my scrips being banned. For example in dragon bot i used sps walking like you said i think 4 paths picking randomly. Its toorandom and in long term random coms in like not so random for example you do 200 trips to kill 2k+ dragons to pay off for bond you run 200times atleast, or like in varrock cause you die or forced to teleport like 300 times. 4 random paths would be distributed as like 75 path1 75 path2 76 path3 74 path4, in large quesntities random comes not random. Switched walking to give higher chances for one path, just changed their distribution to like 12, 15, 70, 3. Things way better after that. ofcourse they still getting caught toofast to make huge proffit but atlast tey pay off their bonds.
    I guess the only way to have truly random pathing is to create a complicated web of points that would have lots of randomness. I was thinking blind walking with a few different waypoints on the way to the destination, but I don't know if that would be more random than just creating many paths.

    I find that when I'm playing, I walk almost the same path every time. To me, it makes much more sense from an antiban perspective to use only one path with some mouse randomness. That's how I walk when playing, I'm not picking random pathways and deciding to go one way or the other. So Jagex shouldn't be able to tell the difference between me and a bot if we're both just walking the same path with a bit of mouse randomness.

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    Quote Originally Posted by 3Garrett3 View Post
    I guess the only way to have truly random pathing is to create a complicated web of points that would have lots of randomness. I was thinking blind walking with a few different waypoints on the way to the destination, but I don't know if that would be more random than just creating many paths.

    I find that when I'm playing, I walk almost the same path every time. To me, it makes much more sense from an antiban perspective to use only one path with some mouse randomness. That's how I walk when playing, I'm not picking random pathways and deciding to go one way or the other. So Jagex shouldn't be able to tell the difference between me and a bot if we're both just walking the same path with a bit of mouse randomness.
    I have had some weird walking to varrock dragons from lodesdone. Semi blind one, using wilderness levels to determine i was running like between 17-19 wild lvl i think till i spotted alot of bones and whosts on minimap, since then sps walking was ok and was using it. But i think it was too random and ban rates were ridiculously high.

    Basicly human isnt doing random things, they all patterned. So yeah best way should be web like walking map.

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    Thanks for the input guys I'll take it into consideration.

    Quote Originally Posted by Gunner View Post
    These are all really good ideas, which might be the reason they are all included in SRL already lol. Not being a smart ass, but every single one of your suggestions is already implemented. With the exception of 3 walk paths, as SPS is already very human-like and isn't constricted to a specific number of paths.

    Take some time and read up on the basics of scripting for SRL. You'll be surprised at how many tasks in Runescape can be called with a single line of code, rather than having to write up a whole procedure each time.
    I've never scripted before and am currently working on my first script, thought I'd get some different opinions. Thanks for your input.

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    Quote Originally Posted by theOrganization View Post
    Thanks for the input guys I'll take it into consideration.



    I've never scripted before and am currently working on my first script, thought I'd get some different opinions. Thanks for your input.
    If you're writing antiban for a first script, you may find it helpful to call routines located in antiban.simba (C:\Simba\Includes\srl-6\lib\misc\antiban.simba)

    That files contains a lot of useful "stock" functions that will help reduce patterns in your script
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    Quote Originally Posted by KeepBotting View Post
    If you're writing antiban for a first script, you may find it helpful to call routines located in antiban.simba (C:\Simba\Includes\srl-6\lib\misc\antiban.simba)

    That files contains a lot of useful "stock" functions that will help reduce patterns in your script
    Thanks, I'll read it over.

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    The only thing I wished SRL include has it was. chat checking.
    Basically you would scroll up the chat to check... wait.. scroll up... then scroll back down and continue.
    It is not hard to write that yourself though but... you know.

    Another thing I notice is mouse movements. Say a mining script. Most of the time, the scripted mouse movements are way too accurate.
    The lines are almost always straight. And they click super accurately and they almost never move away away after clicking and the next input only comes where the act is done... say mining or fishing or whatever. I find that very bot like.

    When I am playing myself as a human, I notice I almost will always move my mouse after clicking. Thats because by default the icon changes and it blocks my view. Either I move abit or I move away or I move the mouse to the next possible mining node or tree or whatever. Most of the time it is simply moved off screen as I alt tab to do other stuff esp with activities with long wait such as ... chopping non normal trees, fishing, crafting with more than 30s etc etc.

    The normal way that the scripts run abit ban (at least those publicly released) tends to have a antiban procedure with a fixed % rate say 5 or 10 or 15% and calls it every cycle. Some of them dont bother to change the distribution % which means it is equally possible to do a mouseOffClient as opposed to a smallMouseMovement. That I think .... if you are writing antibans should take it into account. Some wrote it in the form of a function so they can sort of adjust it to their specific situation which makes it slightly better. I also think that having a totally different antiban /humanlike procedure in your script, one which is supposed to trigger at exceedingly high rates to mimick the randomness after you click. This would include stuff like moving your mouse a little, moving slightly away and say.. moving the mouse off client or moving the camera just a little. Then the usual low percentage trigger antiban would have stuff lke... actafk, check skills, check chat, spin cam around like a madman etc.

    I think getting familiar with the mouse random speed function is good as well. Similarly ways of making it seem more humanly like missing the ideal click totally. Or clicking more than once.. spam clicking.. right clicking..

    Another good to have is to be able to perform antibans when moving from point to point.. say.. bank to trees.. I have no idea how to do that since I am lazy and simply use SPS.walkpath and my antibans wont trigger mid path.

    Although some here may frown upon plagiarism, I personally think why try to be smart and re-invent the wheel. I am all for learning from those who have figured it out. I think looking through a couple of scripts might give you good ideas. If they are good, you can always learn. If you think some of them can be improved, you can work on it.

    Anyways all the best for your scripting.

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