-- Anti Medusa Head (Client Side) -- Para testing en tu propia experiencia local Players = game:GetService("Players") local RunService = game:GetService("RunService") local player = Players.LocalPlayer local NORMAL_WALKSPEED = 16 local NORMAL_JUMPPOWER = 50 -- Guardamos materiales originales local originalMaterials = {} local originalColors = {} local function cacheAppearance(char) for _, part in ipairs(char:GetDescendants()) do if part:IsA("BasePart") then originalMaterials[part] = part.Material originalColors[part] = part.Color end end end local function setupCharacter(char) local humanoid = char:WaitForChild("Humanoid") local root = char:WaitForChild("HumanoidRootPart") cacheAppearance(char) -- Asegurar estados normales humanoid.PlatformStand = false humanoid.AutoRotate = true RunService.Stepped:Connect(function() if not char or not char.Parent then return end -- Restaurar Humanoid humanoid.PlatformStand = false humanoid.WalkSpeed = NORMAL_WALKSPEED humanoid.JumpPower = NORMAL_JUMPPOWER humanoid:ChangeState(Enum.HumanoidStateType.Running) -- Restaurar partes "de piedra" for _, part in ipairs(char:GetDescendants()) do if part:IsA("BasePart") then -- Quitar anclaje if part.Anchored then part.Anchored = false end -- Restaurar material y color if originalMaterials[part] then part.Material = originalMaterials[part] end if originalColors[part] then part.Color = originalColors[part] end end end -- Mantener fĂ­sicas activas if root.AssemblyLinearVelocity.Magnitude < 0.05 then root.AssemblyLinearVelocity = root.CFrame.LookVector * 0.05 end end) end -- Inicial if player.Character then setupCharacter(player.Character) end -- Respawn player.CharacterAdded:Connect(setupCharacter)