[{"data":1,"prerenderedAt":126},["ShallowReactive",2],{"site":3,"blog-post-en-fivem-weapon-skins-damage":15,"blog-slug-site":48,"blog-scripts-en-fivem-weapon-skins-damage":54},{"site":4,"contact":10,"seo":13,"payment":14},{"name":5,"host":6,"default_locale":7,"locales":8},"X3D Developer","fivem.x3d-developer.com","th",[7,9],"en",{"discord_invite":11,"email":12,"line":12},"https:\u002F\u002Fdiscord.gg\u002FNA5kPVynFv","",{"google_site_verification":12,"bing_site_verification":12},{"bank_name":12,"account_name":12,"account_no":12,"promptpay_id":12},{"post":16,"html":22,"others":23,"productSlugs":45},{"slug":17,"title":18,"description":19,"date":20,"updated":21},"fivem-weapon-skins-damage","Free FiveM weapon skins and a weapon damage script: a tradable skin collection, headshot kills, bleed, stun and lifesteal","Free FiveM ESX weapon skins (X3D Weapon Skins): unlock skins with items into a permanent collection, damage always equals the base weapon, turn tradable skins back into items to trade or sell. Plus a free weapon damage script (X3D Damage): per-weapon damage, headshot kills, bleed, slow, stun, knockdown and lifesteal, on ESX or standalone. How to add new skins and what to know about anticheat.","2026-10-10","2026-10-11","\u003Cp>Gun-focused cities care about two things most: \u003Cstrong>weapons that look unique\u003C\u002Fstrong> and \u003Cstrong>fights that feel fair\u003C\u002Fstrong>. Most shared gun skins, though, are separate weapon files whose damage doesn't match the base gun, and GTA's default damage makes some weapons strong enough to break a city's balance.\u003C\u002Fp>\n\u003Cp>X3D gives away two scripts designed to work together, both free.\u003C\u002Fp>\n\u003Cdiv class=\"table-scroll\">\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Script\u003C\u002Fth>\n\u003Cth>What it does\u003C\u002Fth>\n\u003Cth>Runs on\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fen\u002Fproducts\u002Fx3d-weaponskins\u002F\">X3D Weapon Skins\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>collectible weapon skins unlocked by items, equip any time, same damage as the base weapon\u003C\u002Ftd>\n\u003Ctd>ESX Legacy\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ca href=\"\u002Fen\u002Fproducts\u002Fx3d-damage\u002F\">X3D Damage\u003C\u002Fa>\u003C\u002Ftd>\n\u003Ctd>per-weapon damage, headshot kills, and bleed, slow, stun, knockdown and lifesteal effects\u003C\u002Ftd>\n\u003Ctd>ESX or standalone\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003C\u002Fdiv>\n\u003Ch2 id=\"x3d-weapon-skins-a-collection-players-want-to-fill\">X3D Weapon Skins: a collection players want to fill\u003C\u002Fh2>\n\u003Cp>\u003Cstrong>Each skin is an add-on weapon tied to a base weapon\u003C\u002Fstrong>, for example \u003Ccode>WEAPON_GOLDPOOLCUE\u003C\u002Fcode> as a skin of \u003Ccode>WEAPON_POOLCUE\u003C\u002Fcode>. The skin model is streamed in as a new weapon; it does not overwrite the original weapon files (it is not a replace). The original gun stays in the game, and players without the skin still see and use the normal weapon. Equipping a skin swaps the weapon in hand for that add-on weapon, carrying ammo, attachments and tint across; unequipping swaps back to the base weapon.\u003C\u002Fp>\n\u003Cp>X3D Weapon Skins \u003Cstrong>does not ship skin models\u003C\u002Fstrong>. Use add-on weapon models your city already has or gets elsewhere, and tie as many as you like to their base weapons in \u003Ccode>config\u002Fskins.lua\u003C\u002Fcode>.\u003C\u002Fp>\n\u003Cp>\u003Cstrong>A skin is part of a collection, not another gun to keep track of.\u003C\u002Fstrong> Using a skin item from the bag unlocks the skin into the player's permanent collection (the \u003Ccode>x3d_weaponskins\u003C\u002Fcode> table), and they can equip it on the weapon any time. Damage, weight and ammo always come from the \u003Cstrong>base weapon\u003C\u002Fstrong>, so a skin can never be stronger than the normal gun.\u003C\u002Fp>\n\u003Cul>\n\u003Cli>\u003Cstrong>The collection screen\u003C\u002Fstrong> shows the selected skin large, a choice strip below and per-weapon collection progress on the left. Unlocking plays a reward card with a warm glow and sparks. Open it with \u003Ccode>\u002Fskins\u003C\u002Fcode>\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Tradable or bound forever\u003C\u002Fstrong>: hold the button on a tradable skin to turn it back into an item and sell it on. Skins set to \u003Ccode>tradable = false\u003C\u002Fcode> stay in the collection forever, and a skin is never lost with the weapon\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Held-weapon effects\u003C\u002Fstrong>: give each skin its own light or particle effect (\u003Ccode>vfx\u003C\u002Fcode>)\u003C\u002Fli>\n\u003Cli>\u003Cstrong>Rarity 0–5\u003C\u002Fstrong> with frame colours\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3 id=\"no-dupes-no-skins-without-an-unlock\">No dupes, no skins without an unlock\u003C\u002Fh3>\n\u003Cul>\n\u003Cli>Every unlock, equip and convert is \u003Cstrong>checked on the server\u003C\u002Fstrong> with a per-player lock, so spamming the button never duplicates anything\u003C\u002Fli>\n\u003Cli>A skinned gun that reaches someone who never unlocked it (given, dropped, stored) turns back into the normal weapon\u003C\u002Fli>\n\u003Cli>Changing skin never strips attachments or tint\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3 id=\"works-with-x3d-inventory\">Works with X3D Inventory\u003C\u002Fh3>\n\u003Cp>\u003Ca href=\"\u002Fen\u002Fproducts\u002Fx3d-inventory\u002F\">X3D Inventory\u003C\u002Fa> 1.1.0 supports skins with nothing to configure: a &quot;Change skin&quot; right-click entry, a &quot;Skins&quot; header button, a skin tag on the slot, and tooltip rows showing which weapon it is a skin of and its damage. After a skin change the weapon stays in hand and hotkeys follow. With any other inventory there are several ways in (version 1.1.0):\u003C\u002Fp>\n\u003Cul>\n\u003Cli>The \u003Ccode>\u002Fskins\u003C\u002Fcode> command or the \u003Ccode>Config.Key\u003C\u002Fcode> hotkey\u003C\u002Fli>\n\u003Cli>An opener item, \u003Ccode>Config.OpenItem\u003C\u002Fcode>, for any inventory that supports ESX usable items (NC, ox, qs…); it is not consumed\u003C\u002Fli>\n\u003Cli>A &quot;Weapon skins&quot; entry in the ox_lib radial menu (\u003Ccode>Config.Radial\u003C\u002Fcode>)\u003C\u002Fli>\n\u003Cli>Your own menu, through \u003Ccode>exports.x3d_weaponskins:Open()\u003C\u002Fcode>, with \u003Ccode>Hooks.BeforeFocus\u003C\u002Fcode> to close your inventory before the collection opens\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch3 id=\"adding-a-new-skin\">Adding a new skin\u003C\u002Fh3>\n\u003Col>\n\u003Cli>Stream the add-on weapon model yourself (\u003Ccode>weapons.meta\u003C\u002Fcode> etc.)\u003C\u002Fli>\n\u003Cli>Add the weapon to es_extended \u003Ccode>Config.Weapons\u003C\u002Fcode>, copying the base weapon's \u003Ccode>components\u003C\u002Fcode>\u002F\u003Ccode>tints\u003C\u002Fcode>, or a weapon with attachments can't take the skin\u003C\u002Fli>\n\u003Cli>Add the item to the \u003Ccode>items\u003C\u002Fcode> table and put a \u003Ccode>weapon_&lt;name&gt;.png\u003C\u002Fcode> picture where \u003Ccode>Config.ImagePath\u003C\u002Fcode> points\u003C\u002Fli>\n\u003Cli>Add a row in \u003Ccode>config\u002Fskins.lua\u003C\u002Fcode> (\u003Ccode>base\u003C\u002Fcode>, \u003Ccode>item\u003C\u002Fcode>, \u003Ccode>label\u003C\u002Fcode>, \u003Ccode>rarity\u003C\u002Fcode>, \u003Ccode>tradable\u003C\u002Fcode>, \u003Ccode>vfx\u003C\u002Fcode>) and restart. Players reconnect once to load new models\u003C\u002Fli>\n\u003C\u002Fol>\n\u003Cp>\u003Cstrong>Selling skins in your city\u003C\u002Fstrong>: every skin is a normal item, so give or sell it through whatever your city already uses, such as an in-city shop or redeem codes in \u003Ca href=\"\u002Fen\u002Fproducts\u002Fx3d-mailbox\u002F\">X3D Mailbox\u003C\u002Fa>.\u003C\u002Fp>\n\u003Ch2 id=\"x3d-damage-balance-a-gun-focused-city\">X3D Damage: balance a gun-focused city\u003C\u002Fh2>\n\u003Cp>Set each weapon's damage and effects in \u003Ccode>config\u002Fweapons.lua\u003C\u002Fcode>. Weapons you don't list keep the game's damage. No ox_lib required.\u003C\u002Fp>\n\u003Cdiv class=\"table-scroll\">\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Part\u003C\u002Fth>\n\u003Cth>What it does\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>Per-weapon damage\u003C\u002Ftd>\n\u003Ctd>damage per hit, \u003Ccode>headshotKill\u003C\u002Fcode>, \u003Ccode>blockInstantKill\u003C\u002Fcode> (no heavy melee)\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Effects\u003C\u002Ftd>\n\u003Ctd>bleed (stops when healed), slow, stun, knockdown with blur, bonus damage, armour pierce, lifesteal. Every effect takes a \u003Ccode>chance\u003C\u002Fcode> and can be \u003Ccode>headshotOnly\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Lifesteal\u003C\u002Ftd>\n\u003Ctd>the server checks range, the weapon in hand and a cooldown before healing the attacker\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Helmets \u002F armour\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>Hooks.OnHeadshot\u003C\u002Fcode> lets your helmet script block headshots\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Jump-dodge guard\u003C\u002Ftd>\n\u003Ctd>holding jump blocks attacking for a while\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>Weapon skins\u003C\u002Ftd>\n\u003Ctd>skinned weapons use their base weapon's row automatically through \u003Ccode>GlobalState.x3dWeaponBase\u003C\u002Fcode>, published by X3D Weapon Skins\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003C\u002Fdiv>\n\u003Cp>Effect parameters (from the script's docs):\u003C\u002Fp>\n\u003Cdiv class=\"table-scroll\">\u003Ctable>\n\u003Cthead>\n\u003Ctr>\n\u003Cth>Effect\u003C\u002Fth>\n\u003Cth>Parameters\u003C\u002Fth>\n\u003C\u002Ftr>\n\u003C\u002Fthead>\n\u003Ctbody>\n\u003Ctr>\n\u003Ctd>\u003Ccode>bleed\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>perTick\u003C\u002Fcode>, \u003Ccode>ticks\u003C\u002Fcode>, \u003Ccode>intervalMs\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>slow\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>mult\u003C\u002Fcode> (0–1), \u003Ccode>seconds\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>stun\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>seconds\u003C\u002Fcode>, \u003Ccode>ragdollMs\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>knockdown\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>pulses\u003C\u002Fcode>, \u003Ccode>headshotPulses\u003C\u002Fcode>, \u003Ccode>ejectBelowSpeed\u003C\u002Fcode> (pull out of slow vehicles)\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>bonus\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>damage\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>pierce\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>damage\u003C\u002Fcode>, \u003Ccode>minArmor\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003Ctr>\n\u003Ctd>\u003Ccode>lifesteal\u003C\u002Fcode>\u003C\u002Ftd>\n\u003Ctd>\u003Ccode>heal\u003C\u002Fcode>, \u003Ccode>healChance\u003C\u002Fcode>\u003C\u002Ftd>\n\u003C\u002Ftr>\n\u003C\u002Ftbody>\n\u003C\u002Ftable>\n\u003C\u002Fdiv>\n\u003Ch3 id=\"a-note-on-anticheat\">A note on anticheat\u003C\u002Fh3>\n\u003Cp>Every client-side damage script shares one limit: the \u003Cstrong>victim's own client\u003C\u002Fstrong> applies the damage. X3D Damage's docs say it plainly: pair it with an anticheat health check (god mode detection). More in \u003Ca href=\"\u002Fen\u002Fblog\u002Ffivem-server-security-without-anticheat\u002F\">basic FiveM server security\u003C\u002Fa>, and see \u003Ca href=\"\u002Fen\u002Fproducts\u002Fx3d-anticheat\u002F\">X3D Anti-Cheat\u003C\u002Fa>. Lifesteal is the one effect that heals the attacker, so it is checked on the server every time.\u003C\u002Fp>\n\u003Ch2 id=\"installing-both\">Installing both\u003C\u002Fh2>\n\u003Cpre>\u003Ccode class=\"language-cfg\">ensure es_extended\nensure x3d_inventory\nensure x3d_weaponskins\nensure x3d_damage\n\u003C\u002Fcode>\u003C\u002Fpre>\n\u003Cul>\n\u003Cli>\u003Cstrong>X3D Weapon Skins\u003C\u002Fstrong>: run \u003Ccode>install.sql\u003C\u002Fcode> first (creates the \u003Ccode>x3d_weaponskins\u003C\u002Fcode> table) and start it after \u003Ccode>es_extended\u003C\u002Fcode> and your inventory. With X3D Inventory, set \u003Ccode>Hooks.CanCarry\u003C\u002Fcode> to call \u003Ccode>exports.x3d_inventory:CanCarryItemSrc\u003C\u002Fcode> and point \u003Ccode>Config.ImagePath\u003C\u002Fcode> at x3d_inventory's pictures\u003C\u002Fli>\n\u003Cli>\u003Cstrong>X3D Damage\u003C\u002Fstrong>: drop the folder in, \u003Ccode>ensure x3d_damage\u003C\u002Fcode>, edit \u003Ccode>config\u002Fweapons.lua\u003C\u002Fcode>, and set \u003Ccode>Config.Framework\u003C\u002Fcode> to \u003Ccode>'auto'\u003C\u002Fcode>, \u003Ccode>'esx'\u003C\u002Fcode> or \u003Ccode>'standalone'\u003C\u002Fcode>\u003C\u002Fli>\n\u003C\u002Ful>\n\u003Ch2 id=\"faq\">FAQ\u003C\u002Fh2>\n\u003Cp>\u003Cstrong>Are skins add-on or replace?\u003C\u002Fstrong> — Add-on. Each skin is a separate add-on weapon tied to a base weapon, the original gun is never overwritten, and no skin models ship with the script: you bring your own.\u003C\u002Fp>\n\u003Cp>\u003Cstrong>Do skins make guns stronger?\u003C\u002Fstrong> — No. Damage, weight and ammo always come from the base weapon, and X3D Damage reads the base weapon's row for skinned guns automatically.\u003C\u002Fp>\n\u003Cp>\u003Cstrong>Does it work with QBCore?\u003C\u002Fstrong> — X3D Damage runs standalone. X3D Weapon Skins is for ESX Legacy.\u003C\u002Fp>\n\u003Cp>\u003Cstrong>If a player loses the gun or gets robbed, is the skin gone?\u003C\u002Fstrong> — No. The skin lives in the player's collection, not on that particular gun.\u003C\u002Fp>\n\u003Cp>\u003Cstrong>Do I need X3D Inventory?\u003C\u002Fstrong> — No. Any inventory works (NC, ox, qs…) and the collection opens with \u003Ccode>\u002Fskins\u003C\u002Fcode>, an opener item or the ox_lib radial menu, but with X3D Inventory players change skins right from the bag.\u003C\u002Fp>\n\u003Cp>The other free scripts are in \u003Ca href=\"\u002Fen\u002Fblog\u002Ffree-fivem-scripts\u002F\">free FiveM scripts\u003C\u002Fa>.\u003C\u002Fp>\n",[24,29,35,40],{"slug":25,"title":26,"description":27,"date":28,"updated":21},"free-fivem-scripts","27 Free FiveM Scripts From the Developer: Weapon Skins, Weapon Damage, ESX Inventory, Vaults, Admin Panel and More","Twenty-seven free FiveM scripts from X3D — collectible weapon skins, a weapon damage system, ESX inventory with hotkeys 1–9, vaults, trunk storage, an admin panel with token bans, bank and ATM, YouTube boombox, fortune teller with siamsi and tarot, ESX phone, death screen, drug selling, house robbery, minigames, ESX Legacy Core X3D Build, loading screen, Notify, Progress Bar, usable items, slide, Character Skin, Main Menu, Daily Login, Mailbox, Carry and Environment.","2026-09-18",{"slug":30,"title":31,"description":32,"date":33,"updated":34},"open-fivem-server-budget","How Much Does It Cost to Open a FiveM Server, and What Do You Need? From 32 Players to a 2,000-Player City (2026)","The essential scripts to launch a FiveM server in 2026 with budgets at three scales: starter 32–64, public 128–500, and a 1,000–2,048-player city (Element Club Platinum, dedicated hardware, separate voice and database, staff). Which parts free scripts cover, which are worth paying for, and which must be rewritten once you reach two thousand players.","2026-09-15","2026-10-14",{"slug":36,"title":37,"description":38,"date":39,"updated":20},"fivem-esx-inventory-vault-trunk","Free FiveM inventory UI for ESX: hotkey bag, vaults and trunks on one screen","A free FiveM ESX inventory set from X3D: X3D Inventory with big readable text, hotkeys 1–9 saved per character and coupon-based capacity, X3D Vault with levelled player vaults and job vaults, and X3D Vehicle Storage with trunk capacity by vehicle class and owner-only access. Everything is checked server-side against dupes. Install order and how to plug in your own storage script.","2026-10-05",{"slug":41,"title":42,"description":43,"date":44,"updated":34},"fivem-scripts-guide","FiveM Scripts Explained: Types, ESX vs QBCore vs Standalone, and How to Choose","A plain-language guide to FiveM scripts: the main categories (HUD, jobs, casino, anti-cheat, map cleanup), framework differences, and a checklist for picking scripts that won't lag your server.","2026-09-16",[46,47],"x3d-weaponskins","x3d-damage",{"site":49,"contact":51,"seo":52,"payment":53},{"name":5,"host":6,"default_locale":7,"locales":50},[7,9],{"discord_invite":11,"email":12,"line":12},{"google_site_verification":12,"bing_site_verification":12},{"bank_name":12,"account_name":12,"account_no":12,"promptpay_id":12},[55,92],{"id":56,"slug":46,"name":57,"summary":58,"price_thb":59,"license_mode":60,"cover_key":61,"cover_url":62,"category_slugs":63,"tags":66,"latest_version":86,"latest_released_at":87,"published_at":88,"has_docs":89,"config":90,"rent_price_satang":91},"58697b89-cbe5-4b1f-8a29-c5289727202e","X3D Weapon Skins","Free collectible ESX weapon skins: each skin is an add-on weapon tied to its base gun. Unlock with an item, same damage, tradable, held-weapon effects.",0,"none","public\u002Fproducts\u002Fx3d-weaponskins\u002Fcover\u002F25e3c37b23545ec8.jpg","\u002Fapi\u002Fv1\u002Fmedia\u002Fpublic\u002Fproducts\u002Fx3d-weaponskins\u002Fcover\u002F25e3c37b23545ec8.jpg",[64,65],"gameplay","inventory",[67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85],"weapon skins","สกินอาวุธ","สกินอาวุธ fivem","สกินปืน","gun skin","weapon skin fivem","คลังสกิน","เทรดสกิน","skin collection","x3d_inventory","esx","ฟรี","free","ปลดล็อกสกิน","สกินสะสม","เอฟเฟกต์อาวุธ","ความหายากสกิน","สกิน add-on","แปลงสกินเป็นไอเทม","1.1.2","2026-10-12T17:13:35.599698Z","2026-10-10T11:46:16.716284Z",true,"public",null,{"id":93,"slug":47,"name":94,"summary":95,"price_thb":59,"license_mode":60,"cover_key":96,"cover_url":97,"category_slugs":98,"tags":100,"latest_version":123,"latest_released_at":124,"published_at":125,"has_docs":89,"config":90,"rent_price_satang":91},"d82d8eb1-ed6a-43e3-86ef-24e45ae2b39d","X3D Damage","Set every weapon's damage yourself, with bleed, slow, stun, knockdown and lifesteal effects. Weapon skins supported. ESX or standalone.","public\u002Fproducts\u002Fx3d-damage\u002Fcover\u002F8ce8864c16843fe6.jpg","\u002Fapi\u002Fv1\u002Fmedia\u002Fpublic\u002Fproducts\u002Fx3d-damage\u002Fcover\u002F8ce8864c16843fe6.jpg",[64,99],"gangs",[101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,77,116,78,79,117,118,119,120,121,122],"weapon damage","ดาเมจอาวุธ","ดาเมจปืน","fivem weapon damage","damage script","headshot","headshot kill","เลือดออก","bleed","สตัน","stun","lifesteal","ดูดเลือด","เมืองปืน","pvp","standalone","ทะลุเกราะ","ดาเมจเสริม","ปิดท่าต่อยหนัก","ปรับดาเมจ","ทำให้ช้า","กันกระโดดหลบ","1.0.2","2026-10-12T17:14:19.289254Z","2026-10-10T11:45:52.279629Z",1792316317558]