Run it
Copy the script and paste it into your executor.
local Modules = {
Colors = {
["Green"] = "0,255,0",
["Cyan"] = "33, 161, 163",
["White"] = "255,255,255",
["Pink"] = "255, 102, 153",
},
Services = {
RunService = game:GetService("RunService"),
CoreGui = game:GetService("CoreGui")
}
}
Modules.ChangeColor = function()
local Loop;
Loop = Modules.Services.RunService.Heartbeat:Connect(function()
local success,err = pcall(()
index,label (Modules.Services.CoreGui:():())
label:()
label.RichText =
)
success
()
Loop:()
)
Modules.LoadingBar = (watermark,color, ,loadingsymbol)
=
Text = watermark..(.(,))
(Text)
loadingLabel =
progress =
.()
index,label (Modules.Services.CoreGui:():())
label:() .(label.Text:(),Text:())
loadingLabel = label
loadingLabel
start = .()
i = ,
progress = progress .. loadingsymbol
loadingLabel.Text = .(, Modules.Colors[],watermark, i*, progress)
.()
loadingLabel.Text = .(, Modules.Colors[color],watermark, .() - start)
Modules.()
Modules.(,, ,)Using my "Change output color module" you can achieve a similar loading like Luarmor. Now note that this is only a fake loading with just repeats 50 times and takes the interger times 2 to minimize the loading symbol and make it clean. How to use it? Modules.LoadingBar("Your watermark","Color of choice from the color table that will be changed into once the loading is completed",wait time between every symbol, your symbol of choice)