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[Study]Ninja Saga [Facebook Game]

yhojoontwo

1 SD
Level 2
Level 1
Bisa aja berfungsi kalau pake charles. Kalua blum di FIX NSnya :)
kalo pake charles pas dimana kita excute dia gan

maaf sebelumnya ane dah search tapi ane belom ketemu nih
tolong buat agan yang tau tutorial cara membuat cheat NINJA SAGA
share disini ajha gan

buat agan yang mau bantu tolong bantuin

package
{
import com.utils.*;
import flash.display.*;
import ninjasaga.*;
import ninjasaga.data.*;

public class Ene_91 extends EnemyBase
{
public function Ene_91()
{
addFrameScript(19, this.frame20, 40, this.frame41, 54, this.frame55, 73, this.frame74, 79, this.frame80, 94, this.frame95, 116, this.frame117, 126, this.frame127, 137, this.frame138, 160, this.frame161, 187, this.frame188, 211, this.frame212, 238, this.frame239, 268, this.frame269, 293, this.frame294, 314, this.frame315, 344, this.frame345, 372, this.frame373, 412, this.frame413, 429, this.frame430, 457, this.frame458, 477, this.frame478, 506, this.frame507, 519, this.frame520, 527, this.frame528, 546, this.frame547, 564, this.frame565, 579, this.frame580, 617, this.frame618);
this._enemyType = 6;
this._minLevel = 1;
this._maxLevel = 99;
this._Resistance = [{"type":ninjasaga.data.BattleData.EFFECT_STUN, "change":10}];
super();
this.dbChar.character_name = ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_NAME);
this._dbCharacter.character_speed = Math.round((9 + this._dbCharacter.character_level) * 1.2);
this._dbCharacter.character_lightning = Math.round(this._dbCharacter.character_level * 0.2);
this._dbCharacter.character_earth = Math.round(this._dbCharacter.character_level * 0.3);
this._dbCharacter.character_max_hp = Math.round(700 + (this._dbCharacter.character_level - 1) * (50 + 1.8 * this._dbCharacter.character_level));
this._dbCharacter.character_max_cp = Math.round(700 + (this._dbCharacter.character_level - 1) * (50 + 1.8 * this._dbCharacter.character_level));
this.BaseDmg = Math.round(25 + this._dbCharacter.character_level / 2 * (1 + 0.06 * this._dbCharacter.character_level));
this.SkillArray = [{"id":1, "lock":false, "priority":11, "desc":"Claw", "name":"", "action":"attack", "animation":"attack_01", "posType":ninjasaga.data.PositionType.MELEE_1, "dmg":Math.round(this.BaseDmg * 0.8), "Cooldown":0, "target":"threat_1"}, {"id":2, "lock":false, "priority":10, "desc":"Fire Ball ", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_002), "action":"attack", "animation":"attack_02", "posType":ninjasaga.data.PositionType.RANGE_1, "dmg":Math.round(this.BaseDmg * 0.85), "Cooldown":2, "target":"threat_2"}, {"id":3, "lock":false, "priority":9, "desc":"Flame Wheel", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_003), "action":"attack", "animation":"attack_03", "posType":ninjasaga.data.PositionType.RANGE_1, "dmg":Math.round(this.BaseDmg * 0.9), "Cooldown":4, "target":"threat_1"}, {"id":4, "lock":false, "priority":6, "desc":"Blazing Claw", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_004), "action":"attack", "animation":"attack_04", "posType":ninjasaga.data.PositionType.MELEE_1, "dmg":Math.round(this.BaseDmg * 1), "Cooldown":6, "target":"threat_1"}, {"id":5, "lock":false, "priority":3, "desc":"Self Explosion", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_005), "action":"attack", "animation":"attack_05", "posType":ninjasaga.data.PositionType.MELEE_1, "dmg":Math.round(this.BaseDmg * 1.3), "Cooldown":15, "target":"threat_1"}, {"id":6, "lock":true, "priority":8, "desc":"Fire Bullet Combo", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_006), "action":"attack", "animation":"attack_06", "posType":ninjasaga.data.PositionType.RANGE_1, "dmg":Math.round(this.BaseDmg * 0.8), "Cooldown":6, "target":"all"}, {"id":7, "lock":true, "priority":4, "desc":"Fire Dragon Explosion", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_007), "action":"attack", "animation":"attack_07", "posType":ninjasaga.data.PositionType.RANGE_2, "dmg":Math.round(this.BaseDmg * 1.2), "Cooldown":6, "target":"all", "effect":{"type":ninjasaga.data.BattleData.EFFECT_BURNING, "duration":4, "amount":1}}, {"id":8, "lock":true, "priority":7, "desc":"Red Dragon Vortex", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_008), "action":"attack", "animation":"attack_08", "posType":ninjasaga.data.PositionType.RANGE_1, "dmg":Math.round(this.BaseDmg * 0.9), "Cooldown":18, "target":"all", "effect":{"type":ninjasaga.data.BattleData.EFFECT_BURNING, "duration":4, "amount":1}}, {"id":9, "lock":true, "priority":2, "desc":"Fire Energy", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_009), "action":"special", "animation":"attack_09", "posType":ninjasaga.data.PositionType.RANGE_3, "dmg":0, "Cooldown":24, "target":"self", "heal":this._dbCharacter.character_level * 15, "effect":{"type":ninjasaga.data.BattleData.EFFECT_HEAL}}, {"id":10, "lock":false, "priority":1, "desc":"Fire Power", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_010), "action":"special", "animation":"attack_10", "posType":ninjasaga.data.PositionType.RANGE_3, "dmg":0, "Cooldown":16, "target":"self", "effect":{"type":ninjasaga.data.BattleData.EFFECT_DAMAGE_BONUS, "duration":5, "amount":15}}, {"id":11, "lock":true, "priority":5, "desc":"Evil Poison", "name":ninjasaga.Central.main.langLib.enemyDataTxt(ninjasaga.data.Enemy_LangData.ENE_91_SKILL_011), "action":"attack", "animation":"attack_11", "posType":ninjasaga.data.PositionType.RANGE_2, "dmg":Math.round(this.BaseDmg * 0.2), "Cooldown":20, "target":"all", "effect":{"type":ninjasaga.data.BattleData.EFFECT_POISON, "duration":3, "amount":8}}];
return;
}

public function LoadSkillData(arg1:int, arg2:Object):Object
{
var loc1:*;
loc1 = null;
var loc3:*;
loc3 = null;
var loc4:*;
loc4 = 0;
var loc2:*;
loc2 = ninjasaga.data.Formula.calcDamage({"damage":this._damage});
arg2.battleSkillCooldown[this.SkillArray[arg1].name] = this.SkillArray[arg1].Cooldown;
if (this.SkillArray[arg1].name != "")
{
ninjasaga.Central.main.showInfo(this.SkillArray[arg1].name);
}
loc2 = ninjasaga.data.Formula.calcDamage({"damage":this.SkillArray[arg1].dmg});
loc4 = this.SkillArray[arg1].heal;
loc3 = this.SkillArray[arg1].effect;
loc1 = {"action":this.SkillArray[arg1].action, "animation":this.SkillArray[arg1].animation, "posType":this.SkillArray[arg1].posType, "dmg":loc2, "effect":loc3, "target":this.SkillArray[arg1].target, "heal":loc4};
this.target = this.CheckSkillTarget(this.SkillArray[arg1].target, arg2);
return loc1;
}

public function CheckSkillTarget(arg1:String, arg2:Object):*
{
var loc1:*;
loc1 = undefined;
var loc2:*;
loc2 = undefined;
var loc3:*;
loc3 = null;
var loc6:*;
loc6 = 0;
loc3 = arg2.getThreat();
var loc4:*;
loc4 = [];
var loc5:*;
loc5 = ninjasaga.Central.battle.partyArr;
if (loc3[ninjasaga.Central.main.getMainChar().getData(ninjasaga.data.DBCharacterData.ID)])
{
loc4.push({"char":ninjasaga.Central.main.getMainChar(), "threat":loc3[ninjasaga.Central.main.getMainChar().getData(ninjasaga.data.DBCharacterData.ID)].total, "hp":ninjasaga.Central.main.getMainChar().getData(ninjasaga.data.DBCharacterData.HP)});
}
if (loc5 != null)
{
loc6 = 0;
while (loc6 < loc5.length)
{
if (!loc5[loc6].isDead)
{
if (loc3[loc5[loc6].getData(ninjasaga.data.DBCharacterData.ID)])
{
loc4.push({"char":loc5[loc6], "threat":loc3[loc5[loc6].getData(ninjasaga.data.DBCharacterData.ID)].total, "hp":loc5[loc6].getData(ninjasaga.data.DBCharacterData.HP)});
}
}
loc6 = (loc6 + 1);
}
}
if (loc4.length == 0)
{
if (arg1 == "self")
{
return arg2;
}
return null;
}
var loc7:*;
loc7 = arg1;
switch (loc7)
{
case "self":
{
loc1 = arg2;
break;
}
case "threat_1":
{
loc4.sortOn("threat", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
break;
}
case "threat_2":
{
loc4.sortOn("threat", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
if (loc4[1])
{
loc1 = loc4[1].char;
}
break;
}
case "threat_3":
{
loc4.sortOn("threat", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
if (loc4[2])
{
loc1 = loc4[2].char;
}
break;
}
case "hp_1":
{
loc4.sortOn("hp", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
break;
}
case "hp_2":
{
loc4.sortOn("hp", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
if (loc4[1])
{
loc1 = loc4[1].char;
}
break;
}
case "hp_3":
{
loc4.sortOn("hp", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
if (loc4[2])
{
loc1 = loc4[2].char;
}
break;
}
case "all":
{
loc4.sortOn("threat", Array.NUMERIC | Array.DESCENDING);
loc1 = loc4[0].char;
break;
}
default:
{
loc1 = null;
break;
}
}
return loc1;
}

public function CheckSkillCooldown(arg1:int, arg2:Object):Boolean
{
var loc1:*;
loc1 = false;
loc1 = true;
loc1 = arg2.isBattleSkillCooldown(this.SkillArray[arg1].name);
return loc1;
}

public function getBattleAction():Object
{
var loc3:*;
loc3 = null;
var loc4:*;
loc4 = null;
var loc5:*;
loc5 = 0;
var loc6:*;
loc6 = 0;
var loc7:*;
loc7 = null;
var loc9:*;
loc9 = NaN;
var loc10:*;
loc10 = undefined;
var loc11:*;
loc11 = null;
var loc12:*;
loc12 = null;
var loc13:*;
loc13 = 0;
var loc1:*;
loc1 = ninjasaga.data.Formula.calcDamage({"damage":this._damage});
var loc2:*;
loc2 = com.utils.NumberUtil.getRandom();
var loc8:*;
loc8 = ninjasaga.Central.battle.enemyArr;
loc5 = 0;
while (loc5 < loc8.length)
{
if (loc8[loc5].getData(ninjasaga.data.DBCharacterData.ID) == this._dbCharacter.character_id)
{
loc9 = loc8[loc5].hp / loc8[loc5].maxHP;
loc10 = loc8[loc5];
break;
}
loc5 = (loc5 + 1);
}
loc7 = loc10.getThreat();
if (this._dbCharacter.character_level >= 10)
{
this.SkillArray[5].lock = false;
}
if (loc9 <= 0.3 &amp;&amp; this._dbCharacter.character_level >= 30)
{
this.SkillArray[6].lock = false;
}
if (this._dbCharacter.character_level >= 15)
{
this.SkillArray[10].lock = false;
}
if (this._dbCharacter.character_level >= 20)
{
this.SkillArray[7].lock = false;
}
if (loc9 <= 0.5 &amp;&amp; this._dbCharacter.character_level >= 20)
{
this.SkillArray[8].lock = false;
}
loc3 = null;
loc6 = 1;
while (loc6 <= this.MaxPiority)
{
if (loc3 == null)
{
loc5 = 0;
while (loc5 < this.SkillArray.length)
{
if (loc3 == null &amp;&amp; !this.CheckSkillCooldown(loc5, loc10) &amp;&amp; this.SkillArray[loc5].lock == false &amp;&amp; this.SkillArray[loc5].priority == loc6)
{
loc3 = this.LoadSkillData(loc5, loc10);
}
loc5 = (loc5 + 1);
}
}
loc6 = (loc6 + 1);
}
if (loc3 == null)
{
loc3 = this.LoadSkillData(0, loc10);
}
if (this.target == null)
{
loc11 = [];
if ((loc12 = ninjasaga.Central.battle.partyArr) != null)
{
loc5 = 0;
while (loc5 < loc12.length)
{
if (!loc12[loc5].isDead)
{
loc11.push(loc12[loc5]);
}
loc5 = (loc5 + 1);
}
}
if (loc2 >= 0.3 &amp;&amp; loc11.length > 0)
{
loc13 = Math.floor(com.utils.NumberUtil.randomNumber(0, loc11.length - 0.001));
this.target = loc11[loc13];
}
else
{
this.target = ninjasaga.Central.main.getMainChar();
}
}
ninjasaga.Central.battle.setDefender(this.target);
return loc3;
}

function frame20():*
{
gotoAndPlay("standby");
return;
}

function frame41():*
{
this.onAttackHit();
return;
}

function frame55():*
{
this.onActionFinish();
return;
}

function frame74():*
{
this.playFlyingObject(this["effectMc"]);
return;
}

function frame80():*
{
this.onAttackHit();
return;
}

function frame95():*
{
this.onActionFinish();
return;
}

function frame117():*
{
this.playFlyingObject(this["effectMc"]);
return;
}

function frame127():*
{
this.onAttackHit();
return;
}

function frame138():*
{
this.onActionFinish();
return;
}

function frame161():*
{
this.onAttackHit();
return;
}

function frame188():*
{
this.onActionFinish();
return;
}

function frame212():*
{
this.onAttackHit();
return;
}

function frame239():*
{
this.onActionFinish();
return;
}

function frame269():*
{
this.onAttackHit();
return;
}

function frame294():*
{
this.onActionFinish();
return;
}

function frame315():*
{
this.onAttackHit();
return;
}

function frame345():*
{
this.onActionFinish();
return;
}

function frame373():*
{
this.onAttackHit();
return;
}

function frame413():*
{
this.onActionFinish();
return;
}

function frame430():*
{
this.onAttackHit();
return;
}

function frame458():*
{
this.onActionFinish();
return;
}

function frame478():*
{
this.onAttackHit();
return;
}

function frame507():*
{
this.onActionFinish();
return;
}

function frame520():*
{
this.playFlyingObject(this["effectMc"]);
return;
}

function frame528():*
{
this.onAttackHit();
return;
}

function frame547():*
{
this.onActionFinish();
return;
}

function frame565():*
{
this.onActionFinish();
return;
}

function frame580():*
{
this.onActionFinish();
return;
}

function frame618():*
{
this.stop();
this.onActionFinish();
return;
}

public var effectMc:flash.display.MovieClip;

public var hitAreaMc:flash.display.MovieClip;

private var SkillArray:Array;

private var target:*;

private var MaxPiority:int=11;

private var BaseDmg:int=0;
}
}

ni ane dapetin setelah dikonvert trus dibuka pake adobe flash Cs 3

ane mau tanya gan, sekarang agak rumit dia gan dia make math.round gan jadi ane bingung
tujuan ane mau ngurangin HP tuh monster biar bisa 1 hit gitu gan
ane juga turunin tuh level tapi ttep ajha gan
ane udah utak atik tuh math.rounnya tapi tetep ajha kedetec gan

mohon solusi gan
ato ada bagian dari SCnya yang bisa di edit menurut agan, tolong di bagi gan
 

mostted3

2 SD
Level 2
atm lvlnya dah ngga bisa ya gan??
tadi sore sekitar jam 2 an gw cobain masih bisa...

tapi pas malem dah ngga bisa haha

CMIIW, :sip:
 

axolotl

Belum Sekolah
Level 1
atm lvlnya dah ngga bisa ya gan??
tadi sore sekitar jam 2 an gw cobain masih bisa...

tapi pas malem dah ngga bisa haha

CMIIW, :sip:
masih work ko semalem, barusan ane coba masih bisa juga ko, test by me ^^ lupa clear cache kali gan
 

mostted3

2 SD
Level 2
masih work ko semalem, barusan ane coba masih bisa juga ko, test by me ^^ lupa clear cache kali gan
pakek yg lama??

kalo bole tau stepnya agan gimana ya?

kalo ane kan buka fb masuk NS, terus pas dah di dalem baru buka fiddler inject swt baru clear cache and masuk academy
result = connection has been lost :surprise:
mohon bantuannya :hehehe:
 

Kirakuchiki

1 SD
Level 2
Ninja Saga (Mission-Level-Gold-Exp) jamu
Tools : 1. Fiddler (cari di google bnyak)​
2. SWF File
  • Login ke Ninja Saga
  • Buka Fiddler dan drop file swfn-nya ke fiddler
  • Bersihkan chace
  • Pergi ke Headquarters
  • Masukkan kode ini 63978DCB04
  • Selamat mencoba
Credit Forum tetangga .com
cheat ATM EXP nya udah gak work lagi gan, jam 1 an ane coba udah gak work, masuk ke headquarter langsung refresh page
 

aksika6969

TK B
Level 1
ATM exp masih work gan
Silakan lihat SS dibawah ini Seblum dan sesudah, dan perhatikan Tanggal dan Jam ny
Dari level 1-8,
jangan lupa sebelum buka NS clear cache ny

 

mostted3

2 SD
Level 2
ATM exp masih work gan
Silakan lihat SS dibawah ini Seblum dan sesudah, dan perhatikan Tanggal dan Jam ny
Dari level 1-8,
jangan lupa sebelum buka NS clear cache ny

coba diterusin ampe lvl 22 DC ngga??
coz gw coba bisa, tapi pas 22 langsung DC

CMIIW :sip:
 

mostted3

2 SD
Level 2
Dari level 1-20 harus lulus ujian dulu
lw ud agan refresh NS ny
Baru GB Exp lagi ke 22
Nie SS ny dari level 20-22

maksud ane lvl 22 ke atas ke lvl di atasnya gan...
ini daritadi dah coba alternatif laen ttp dc wkwkwk :Sorry:
lagi nyari pemecahannya...

btw thx infonya :grin:
 

aksika6969

TK B
Level 1
Iy untuk 22 ke atas ud DC
Thx kembali
entar lw ada yg baru segera ane share
:mantap:
Nie ane nemuin bug kari badge,
ane tes dengan 25 token = 5 kari badge
token cuma berkurang 10
Silakan cek di video tutorial ny
Credit = Ex-Hax
 

mostted3

2 SD
Level 2
Iy untuk 22 ke atas ud DC
Thx kembali
entar lw ada yg baru segera ane share
:mantap:
Nie ane nemuin bug kari badge,
ane tes dengan 25 token = 5 kari badge
token cuma berkurang 10
Silakan cek di video tutorial ny
Credit = Ex-Hax
owh di atas 22 dc toh... pantesan dah 3-4 jam oprek oprek hasilnya nihil :bow:

aduh sayangnya gk punya token...
kalo bole tau cara dapet token gimana yah??
masih blom begitu paham sama ninja saga ahaha... :grin:
 

yhojoontwo

1 SD
Level 2
Level 1
gan kalo boleh nanya cara mecahin code HP math.round kayak yang ini nih, susah amet gan
contoh : this._dbCharacter.character_max_hp = Math.round(700 + (this._dbCharacter.character_level - 1) * (50 + 1.8 * this._dbCharacter.character_level));
ato ada cara yang lain menrut agan tolong di bantu gan, alnya ane mau bongkar swf orang malah ke protect sama sipembuat
ane bingung gan 6 jam belajar nih khusus NINJA saga, tq
 
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