local CursorLib = loadstring(game:HttpGet("https://raw.githubusercontent.com/Its-Kawi/Utilities/refs/heads/main/EditableCursor/Main.lua"))() local Cursor1 = CursorLib.new() do -- Creating a new Cursor and adding effects to it Cursor1 :Glow({ Order = 0, Color = Color3.fromRGB(255, 85, 127) }) -- Effect #1 :Outline({ Transparency = 0.5, Order = 1 }) -- Effect #2 :Blurred3D() Cursor1.Transparency = 0.1 -- Cursor's Group Transparency Cursor1.Effects[2]:Destroy() -- Remove the Stroke (#2), now Blurred3D becomes the 2nd effect (#2) end local Cursor2 = CursorLib.new({ -- Creating a new Cursor and pre-defining it's effects using a table CursorLib:Glitch({ Visible = false }) }) do Cursor2.Size = 30 -- 10 pixels bigger than Cursor1 Cursor2.Image = "rbxassetid://316279304" -- Crosshair Cursor2.Centered = true -- Center the Crosshair image Cursor2.Color = Color3.fromRGB(255, 170, 0) -- This will change Crosshair's/Cursor's color and it won't apply to effects Cursor2.Blurry = false -- It will be pixelated instead, only works when Image is present (Image ~= "") end for effectName, effectData in CursorLib.Effects do print("--", effectName, "--\nName:", effectData.Name, "\nOrder:", effectData.Order, "\n") -- Name is full effect name (e.g. with spacebars, sometimes it won't match the EffectName) and Order is effect's order, if you wanna put it in a list (Dropdown or smth) end -- By default Cursors are inactive, so you need to activate them CursorLib:SetActive(Cursor1) CursorLib:SetActive(Cursor2) -- The last active cursor will have the priority, so Cursor2 gonna be visible instead task.wait(5) CursorLib:SetActive(Cursor1) Cursor2:Destroy() task.wait(5) CursorLib:SetActive(Cursor1, false) -- Deactivate 1st cursor, because its still active CursorLib:SetActive(Cursor2) -- Since Cursor2 is now destroyed, it will show default Roblox's cursor (or game's)