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Reads the other plugin’s database directly and imports the accounts into rLogin’s own. Players keep their passwords — there is nothing for them to do.

AuthMe

Point it at the file:
A bare path is treated as SQLite automatically.
The importer reads username, realname, password and ip from the authme table, and derives each account’s offline UUID from the name.

Which hashes carry over

Unsupported hashes are listed individually in the import log, so you know exactly who to warn before you switch over.
Import into an empty rLogin database. Accounts that already exist are not overwritten, so a partial import can leave you with a confusing mix.

nLogin

nLogin records the real Mojang UUID for accounts it verified as premium, and that column is read when present — so a premium player keeps the identity they already had instead of arriving as a new offline account.

JPremium and LoginSecurity

Both are read by the same importer; their tables are close enough in shape.
Table and column names differ between versions of all three plugins, so they are discovered rather than assumed. If yours is not recognised the import says exactly that instead of failing with a database error — open an issue with your plugin version and it can be added.
Only bcrypt hashes carry across from these two, plus AuthMe’s own SHA-256. Accounts on anything else are still imported, so the player keeps their name and identity, but they must register again — and each one is named in the import log.

After importing

1

Check the log

The console reports how many accounts were read, how many were imported, and which hashes could not be carried across.
2

Decide on uuid-type

Imported accounts use the offline UUID, matching what AuthMe used. If you plan to run uuid-type: real, your premium players will arrive as new accounts — which is usually what you want, but it is better to know beforehand.
3

Remove the old plugin

Two authentication plugins running at once will fight over the same events.