117 skills found · Page 4 of 4
wille / Tor Login FakerDetects traffic sniffing exit nodes
canselcik / Tor Exit Nodes HeartbleedPython script to iterate through vulnerable Tor exit nodes every 5 minutes and access memory
jlucktay / Terraform Google Tailscale Exit NodeTailscale Exit Node on Google Cloud
badonions / Exit Node ScraperPython TOR exit node scraper
f1nniboy / Headscale MullvadAutomatically create Wireguard exit nodes in your Headscale tailnet
ahmadawais / Cli Check NodeCheck the installed Node.js version and exit as per the required Node.js version.
dallyswag / Robert Swag############################################################ # +------------------------------------------------------+ # # | Notes | # # +------------------------------------------------------+ # ############################################################ # If you want to use special characters in this document, such as accented letters, you MUST save the file as UTF-8, not ANSI. # If you receive an error when Essentials loads, ensure that: # - No tabs are present: YAML only allows spaces # - Indents are correct: YAML hierarchy is based entirely on indentation # - You have "escaped" all apostrophes in your text: If you want to write "don't", for example, write "don''t" instead (note the doubled apostrophe) # - Text with symbols is enclosed in single or double quotation marks # If you have problems join the Essentials help support channel: http://tiny.cc/EssentialsChat ############################################################ # +------------------------------------------------------+ # # | Essentials (Global) | # # +------------------------------------------------------+ # ############################################################ # A color code between 0-9 or a-f. Set to 'none' to disable. ops-name-color: '4' # The character(s) to prefix all nicknames, so that you know they are not true usernames. nickname-prefix: '~' # The maximum length allowed in nicknames. The nickname prefix is included in this. max-nick-length: 15 # Disable this if you have any other plugin, that modifies the displayname of a user. change-displayname: true # When this option is enabled, the (tab) player list will be updated with the displayname. # The value of change-displayname (above) has to be true. #change-playerlist: true # When essentialschat.jar isn't used, force essentials to add the prefix and suffix from permission plugins to displayname. # This setting is ignored if essentialschat.jar is used, and defaults to 'true'. # The value of change-displayname (above) has to be true. # Do not edit this setting unless you know what you are doing! #add-prefix-suffix: false # If the teleport destination is unsafe, should players be teleported to the nearest safe location? # If this is set to true, Essentials will attempt to teleport players close to the intended destination. # If this is set to false, attempted teleports to unsafe locations will be cancelled with a warning. teleport-safety: true # The delay, in seconds, required between /home, /tp, etc. teleport-cooldown: 3 # The delay, in seconds, before a user actually teleports. If the user moves or gets attacked in this timeframe, the teleport never occurs. teleport-delay: 5 # The delay, in seconds, a player can't be attacked by other players after they have been teleported by a command. # This will also prevent the player attacking other players. teleport-invulnerability: 4 # The delay, in seconds, required between /heal or /feed attempts. heal-cooldown: 60 # What to prevent from /i /give. # e.g item-spawn-blacklist: 46,11,10 item-spawn-blacklist: # Set this to true if you want permission based item spawn rules. # Note: The blacklist above will be ignored then. # Example permissions (these go in your permissions manager): # - essentials.itemspawn.item-all # - essentials.itemspawn.item-[itemname] # - essentials.itemspawn.item-[itemid] # - essentials.give.item-all # - essentials.give.item-[itemname] # - essentials.give.item-[itemid] # - essentials.unlimited.item-all # - essentials.unlimited.item-[itemname] # - essentials.unlimited.item-[itemid] # - essentials.unlimited.item-bucket # Unlimited liquid placing # # For more information, visit http://wiki.ess3.net/wiki/Command_Reference/ICheat#Item.2FGive permission-based-item-spawn: false # Mob limit on the /spawnmob command per execution. spawnmob-limit: 1 # Shall we notify users when using /lightning? warn-on-smite: true # motd and rules are now configured in the files motd.txt and rules.txt. # When a command conflicts with another plugin, by default, Essentials will try to force the OTHER plugin to take priority. # Commands in this list, will tell Essentials to 'not give up' the command to other plugins. # In this state, which plugin 'wins' appears to be almost random. # # If you have two plugin with the same command and you wish to force Essentials to take over, you need an alias. # To force essentials to take 'god' alias 'god' to 'egod'. # See http://wiki.bukkit.org/Bukkit.yml#aliases for more information overridden-commands: # - god # - info # Disabling commands here will prevent Essentials handling the command, this will not affect command conflicts. # Commands should fallback to the vanilla versions if available. # You should not have to disable commands used in other plugins, they will automatically get priority. disabled-commands: # - nick # - clear - mail - mail.send - nuke - afk # These commands will be shown to players with socialSpy enabled. # You can add commands from other plugins you may want to track or # remove commands that are used for something you dont want to spy on. socialspy-commands: - msg - w - r - mail - m - t - whisper - emsg - tell - er - reply - ereply - email - action - describe - eme - eaction - edescribe - etell - ewhisper - pm # If you do not wish to use a permission system, you can define a list of 'player perms' below. # This list has no effect if you are using a supported permissions system. # If you are using an unsupported permissions system, simply delete this section. # Whitelist the commands and permissions you wish to give players by default (everything else is op only). # These are the permissions without the "essentials." part. player-commands: - afk - afk.auto - back - back.ondeath - balance - balance.others - balancetop - build - chat.color - chat.format - chat.shout - chat.question - clearinventory - compass - depth - delhome - getpos - geoip.show - help - helpop - home - home.others - ignore - info - itemdb - kit - kits.tools - list - mail - mail.send - me - motd - msg - msg.color - nick - near - pay - ping - protect - r - rules - realname - seen - sell - sethome - setxmpp - signs.create.protection - signs.create.trade - signs.break.protection - signs.break.trade - signs.use.balance - signs.use.buy - signs.use.disposal - signs.use.enchant - signs.use.free - signs.use.gamemode - signs.use.heal - signs.use.info - signs.use.kit - signs.use.mail - signs.use.protection - signs.use.repair - signs.use.sell - signs.use.time - signs.use.trade - signs.use.warp - signs.use.weather - spawn - suicide - time - tpa - tpaccept - tpahere - tpdeny - warp - warp.list - world - worth - xmpp # Note: All items MUST be followed by a quantity! # All kit names should be lower case, and will be treated as lower in permissions/costs. # Syntax: - itemID[:DataValue/Durability] Amount [Enchantment:Level].. [itemmeta:value]... # For Item meta information visit http://wiki.ess3.net/wiki/Item_Meta # 'delay' refers to the cooldown between how often you can use each kit, measured in seconds. # For more information, visit http://wiki.ess3.net/wiki/Kits kits: Goblin: delay: 3600 items: - 272 1 sharpness:2 unbreaking:1 looting:1 name:&8[&2Goblin&8]&fSword - 306 1 unbreaking:1 protection:1 name:&8[&2Goblin&8]&fHelmet - 307 1 unbreaking:1 protection:1 name:&8[&2Goblin&8]&fChestplate - 308 1 unbreaking:1 protection:1 name:&8[&2Goblin&8]&fLeggings - 309 1 unbreaking:1 protection:1 name:&8[&2Goblin&8]&fBoots - 256 1 efficiency:1 unbreaking:1 name:&8[&2Goblin&8]&fShovel - 257 1 efficiency:1 unbreaking:1 fortune:1 name:&8[&2Goblin&8]&fPickaxe - 258 1 efficiency:1 unbreaking:1 name:&8[&2Goblin&8]&fAxe - 364 16 Griefer: delay: 14400 items: - 276 1 sharpness:3 unbreaking:3 name:&8[&d&lGriefer&8]&fSword - 322:1 1 - 310 1 protection:2 name:&8[&d&lGriefer&8]&fHelmet - 311 1 protection:2 name:&8[&d&lGriefer&8]&fChestplate - 312 1 protection:2 name:&8[&d&lGriefer&8]&fLeggings - 313 1 protection:2 name:&8[&d&lGriefer&8]&fBoots Villager: delay: 43200 items: - 267 1 sharpness:4 name:&8[&eVillager&8]&fSword - 306 1 unbreaking:3 protection:4 name:&8[&eVillager&8]&fHelmet - 307 1 unbreaking:3 protection:4 name:&8[&eVillager&8]&fChestplate - 308 1 unbreaking:3 protection:4 name:&8[&eVillager&8]&fLeggings - 309 1 unbreaking:3 protection:4 name:&8[&eVillager&8]&fBoots - 388 10 - 383:120 2 Knight: delay: 43200 items: - 276 1 sharpness:3 name:&8[&cKnight&8]&fSword - 310 1 protection:2 name:&8[&cKnight&8]&fHelmet - 311 1 protection:2 name:&8[&cKnight&8]&fChestplate - 312 1 protection:2 name:&8[&cKnight&8]&fLeggings - 313 1 protection:2 name:&8[&cKnight&8]&fBoots - 388 20 - 383:120 4 King: delay: 43200 items: - 276 1 sharpness:4 fire:1 name:&8[&5King&8]&fSword - 310 1 protection:4 name:&8[&5King&8]&fHelmet - 311 1 protection:4 name:&8[&5King&8]&fChestplate - 312 1 protection:4 name:&8[&5King&8]&fLeggings - 313 1 protection:4 name:&8[&5King&8]&fBoots - 388 30 - 383:120 6 Hero: delay: 43200 items: - 276 1 sharpness:4 fire:2 name:&8[&aHero&8]&fSword - 310 1 protection:4 unbreaking:1 name:&8[&aHero&8]&fHelmet - 311 1 protection:4 unbreaking:1 name:&8[&aHero&8]&fChestplate - 312 1 protection:4 unbreaking:1 name:&8[&aHero&8]&fLeggings - 313 1 protection:4 unbreaking:1 name:&8[&aHero&8]&fBoots - 388 40 - 383:120 8 God: delay: 43200 items: - 276 1 sharpness:5 fire:2 name:&8[&4God&8]&fSword - 310 1 protection:4 unbreaking:3 name:&8[&4God&8]&fHelmet - 311 1 protection:4 unbreaking:3 name:&8[&4God&8]&fChestplate - 312 1 protection:4 unbreaking:3 name:&8[&4God&8]&fLeggings - 313 1 protection:4 unbreaking:3 name:&8[&4God&8]&fBoots - 388 50 - 383:120 10 - 322:1 5 Legend: delay: 43200 items: - 276 1 sharpness:5 fire:2 unbreaking:3 name:&8[&6&lLegend&8]&fSword - 310 1 protection:4 unbreaking:3 thorns:3 name:&8[&6&lLegend&8]&fHelmet - 311 1 protection:4 unbreaking:3 thorns:3 name:&8[&6&lLegend&8]&fChestplate - 312 1 protection:4 unbreaking:3 thorns:3 name:&8[&6&lLegend&8]&fLeggings - 313 1 protection:4 unbreaking:3 thorns:3 name:&8[&6&lLegend&8]&fBoots - 388 60 - 383:120 12 - 322:1 10 - 383:50 5 - 261 1 flame:1 power:5 punch:2 unbreaking:3 infinity:1 name:&8[&6&lLegend&8]&fBow - 262 1 - 279 1 sharpness:5 unbreaking:3 name:&8[&6&lLegend&8]&fAxe Youtube: delay: 43200 items: - 276 1 sharpness:5 fire:2 unbreaking:3 name:&8[&f&lYou&c&lTube&8]&fSword - 310 1 protection:4 unbreaking:3 thorns:3 name:&8[&f&lYou&c&lTube&8]&fHelmet - 311 1 protection:4 unbreaking:3 thorns:3 name:&8[&f&lYou&c&lTube&8]&fChestplate - 312 1 protection:4 unbreaking:3 thorns:3 name:&8[&f&lYou&c&lTube&8]&fLeggings - 313 1 protection:4 unbreaking:3 thorns:3 name:&8[&f&lYou&c&lTube&8]&fBoots - 388 60 - 383:120 12 - 322:1 10 - 383:50 5 - 261 1 flame:1 power:5 punch:2 unbreaking:3 infinity:1 name:&8[&f&lYou&c&lTube&8]&fBow - 262 1 - 279 1 sharpness:5 unbreaking:3 name:&8[&f&lYou&c&lTube&8]&fAxe Join: delay: 3600 items: - 17 16 - 333 1 - 49 32 - 50 16 - 4 64 - 373:8258 1 - 320 16 Reset: delay: 31536000 items: - 272 1 sharpness:4 unbreaking:3 name:&8[&cR&ee&as&be&dt&8]&fSword - 298 1 protection:3 unbreaking:1 name:&8[&cR&ee&as&be&dt&8]&fHelmet - 299 1 protection:3 unbreaking:1 name:&8[&cR&ee&as&be&dt&8]&fChestplate - 300 1 protection:3 unbreaking:1 name:&8[&cR&ee&as&be&dt&8]&fLeggings - 301 1 protection:3 unbreaking:1 name:&8[&cR&ee&as&be&dt&8]&fBoots - 354 1 name:&f&l Cake &4Vote # Essentials Sign Control # See http://wiki.ess3.net/wiki/Sign_Tutorial for instructions on how to use these. # To enable signs, remove # symbol. To disable all signs, comment/remove each sign. # Essentials Colored sign support will be enabled when any sign types are enabled. # Color is not an actual sign, it's for enabling using color codes on signs, when the correct permissions are given. enabledSigns: - color - balance - buy - sell #- trade #- free #- disposal #- warp #- kit #- mail #- enchant #- gamemode #- heal #- info #- spawnmob #- repair #- time #- weather # How many times per second can Essentials signs be interacted with per player. # Values should be between 1-20, 20 being virtually no lag protection. # Lower numbers will reduce the possibility of lag, but may annoy players. sign-use-per-second: 4 # Backup runs a batch/bash command while saving is disabled. backup: # Interval in minutes. interval: 30 # Unless you add a valid backup command or script here, this feature will be useless. # Use 'save-all' to simply force regular world saving without backup. #command: 'rdiff-backup World1 backups/World1' # Set this true to enable permission per warp. per-warp-permission: false # Sort output of /list command by groups. # You can hide and merge the groups displayed in /list by defining the desired behaviour here. # Detailed instructions and examples can be found on the wiki: http://wiki.ess3.net/wiki/List list: # To merge groups, list the groups you wish to merge #Staff: owner admin moderator Admins: owner admin # To limit groups, set a max user limit #builder: 20 # To hide groups, set the group as hidden #default: hidden # Uncomment the line below to simply list all players with no grouping #Players: '*' # More output to the console. debug: false # Set the locale for all messages. # If you don't set this, the default locale of the server will be used. # For example, to set language to English, set locale to en, to use the file "messages_en.properties". # Don't forget to remove the # in front of the line. # For more information, visit http://wiki.ess3.net/wiki/Locale #locale: en # Turn off god mode when people exit. remove-god-on-disconnect: false # Auto-AFK # After this timeout in seconds, the user will be set as afk. # This feature requires the player to have essentials.afk.auto node. # Set to -1 for no timeout. auto-afk: 300 # Auto-AFK Kick # After this timeout in seconds, the user will be kicked from the server. # essentials.afk.kickexempt node overrides this feature. # Set to -1 for no timeout. auto-afk-kick: -1 # Set this to true, if you want to freeze the player, if he is afk. # Other players or monsters can't push him out of afk mode then. # This will also enable temporary god mode for the afk player. # The player has to use the command /afk to leave the afk mode. freeze-afk-players: false # When the player is afk, should he be able to pickup items? # Enable this, when you don't want people idling in mob traps. disable-item-pickup-while-afk: false # This setting controls if a player is marked as active on interaction. # When this setting is false, you will need to manually un-AFK using the /afk command. cancel-afk-on-interact: true # Should we automatically remove afk status when the player moves? # Player will be removed from AFK on chat/command regardless of this setting. # Disable this to reduce server lag. cancel-afk-on-move: true # You can disable the death messages of Minecraft here. death-messages: false # Should operators be able to join and part silently. # You can control this with permissions if it is enabled. allow-silent-join-quit: true # You can set a custom join message here, set to "none" to disable. # You may use color codes, use {USERNAME} the player's name or {PLAYER} for the player's displayname. custom-join-message: "" # You can set a custom quit message here, set to "none" to disable. # You may use color codes, use {USERNAME} the player's name or {PLAYER} for the player's displayname. custom-quit-message: "" # Add worlds to this list, if you want to automatically disable god mode there. no-god-in-worlds: # - world_nether # Set to true to enable per-world permissions for teleporting between worlds with essentials commands. # This applies to /world, /back, /tp[a|o][here|all], but not warps. # Give someone permission to teleport to a world with essentials.worlds.<worldname> # This does not affect the /home command, there is a separate toggle below for this. world-teleport-permissions: false # The number of items given if the quantity parameter is left out in /item or /give. # If this number is below 1, the maximum stack size size is given. If over-sized stacks. # are not enabled, any number higher than the maximum stack size results in more than one stack. default-stack-size: -1 # Over-sized stacks are stacks that ignore the normal max stack size. # They can be obtained using /give and /item, if the player has essentials.oversizedstacks permission. # How many items should be in an over-sized stack? oversized-stacksize: 64 # Allow repair of enchanted weapons and armor. # If you set this to false, you can still allow it for certain players using the permission. # essentials.repair.enchanted repair-enchanted: true # Allow 'unsafe' enchantments in kits and item spawning. # Warning: Mixing and overleveling some enchantments can cause issues with clients, servers and plugins. unsafe-enchantments: false #Do you want essentials to keep track of previous location for /back in the teleport listener? #If you set this to true any plugin that uses teleport will have the previous location registered. register-back-in-listener: false #Delay to wait before people can cause attack damage after logging in. login-attack-delay: 5 #Set the max fly speed, values range from 0.1 to 1.0 max-fly-speed: 0.8 #Set the max walk speed, values range from 0.1 to 1.0 max-walk-speed: 0.8 #Set the maximum amount of mail that can be sent within a minute. mails-per-minute: 1000 # Set the maximum time /tempban can be used for in seconds. # Set to -1 to disable, and essentials.tempban.unlimited can be used to override. max-tempban-time: -1 ############################################################ # +------------------------------------------------------+ # # | EssentialsHome | # # +------------------------------------------------------+ # ############################################################ # Allows people to set their bed at daytime. update-bed-at-daytime: true # Set to true to enable per-world permissions for using homes to teleport between worlds. # This applies to the /home only. # Give someone permission to teleport to a world with essentials.worlds.<worldname> world-home-permissions: false # Allow players to have multiple homes. # Players need essentials.sethome.multiple before they can have more than 1 home. # You can set the default number of multiple homes using the 'default' rank below. # To remove the home limit entirely, give people 'essentials.sethome.multiple.unlimited'. # To grant different home amounts to different people, you need to define a 'home-rank' below. # Create the 'home-rank' below, and give the matching permission: essentials.sethome.multiple.<home-rank> # For more information, visit http://wiki.ess3.net/wiki/Multihome sethome-multiple: Goblin: 1 Villager: 2 Knight: 3 King: 4 Hero: 5 God: 6 # In this example someone with 'essentials.sethome.multiple' and 'essentials.sethome.multiple.vip' will have 5 homes. # Set timeout in seconds for players to accept tpa before request is cancelled. # Set to 0 for no timeout. tpa-accept-cancellation: 120 ############################################################ # +------------------------------------------------------+ # # | EssentialsEco | # # +------------------------------------------------------+ # ############################################################ # For more information, visit http://wiki.ess3.net/wiki/Essentials_Economy # Defines the balance with which new players begin. Defaults to 0. starting-balance: 1000 # worth-# defines the value of an item when it is sold to the server via /sell. # These are now defined in worth.yml # Defines the cost to use the given commands PER USE. # Some commands like /repair have sub-costs, check the wiki for more information. command-costs: # /example costs $1000 PER USE #example: 1000 # /kit tools costs $1500 PER USE #kit-tools: 1500 # Set this to a currency symbol you want to use. currency-symbol: '$' # Set the maximum amount of money a player can have. # The amount is always limited to 10 trillion because of the limitations of a java double. max-money: 10000000000000 # Set the minimum amount of money a player can have (must be above the negative of max-money). # Setting this to 0, will disable overdrafts/loans completely. Users need 'essentials.eco.loan' perm to go below 0. min-money: -10000 # Enable this to log all interactions with trade/buy/sell signs and sell command. economy-log-enabled: false ############################################################ # +------------------------------------------------------+ # # | EssentialsHelp | # # +------------------------------------------------------+ # ############################################################ # Show other plugins commands in help. non-ess-in-help: true # Hide plugins which do not give a permission. # You can override a true value here for a single plugin by adding a permission to a user/group. # The individual permission is: essentials.help.<plugin>, anyone with essentials.* or '*' will see all help regardless. # You can use negative permissions to remove access to just a single plugins help if the following is enabled. hide-permissionless-help: true ############################################################ # +------------------------------------------------------+ # # | EssentialsChat | # # +------------------------------------------------------+ # ############################################################ chat: # If EssentialsChat is installed, this will define how far a player's voice travels, in blocks. Set to 0 to make all chat global. # Note that users with the "essentials.chat.spy" permission will hear everything, regardless of this setting. # Users with essentials.chat.shout can override this by prefixing text with an exclamation mark (!) # Users with essentials.chat.question can override this by prefixing text with a question mark (?) # You can add command costs for shout/question by adding chat-shout and chat-question to the command costs section." radius: 0 # Chat formatting can be done in two ways, you can either define a standard format for all chat. # Or you can give a group specific chat format, to give some extra variation. # If set to the default chat format which "should" be compatible with ichat. # For more information of chat formatting, check out the wiki: http://wiki.ess3.net/wiki/Chat_Formatting format: '<{DISPLAYNAME}> {MESSAGE}' #format: '&7[{GROUP}]&r {DISPLAYNAME}&7:&r {MESSAGE}' group-formats: Goblin: '&7{DISPLAYNAME}&8:&f&o {MESSAGE}' Youtuber: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Witch: '&7{DISPLAYNAME}&8:&f&o {MESSAGE}' Wizard: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Sorcerer: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Raider: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Greifer: '&7{DISPLAYNAME}&8:&a {MESSAGE}' ChatMod: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Owner: '&7{DISPLAYNAME}&8:&c {MESSAGE}' OP: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Developer: '&7{DISPLAYNAME}&8:&f {MESSAGE}' HeadAdmin: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Admin: '&7{DISPLAYNAME}&8:&f {MESSAGE}' JuniorAdmin: '&7{DISPLAYNAME}&8:&f {MESSAGE}' StaffManager: '&7{DISPLAYNAME}&8:&f {MESSAGE}' ForumAdmin: '&7{DISPLAYNAME}&8:&f {MESSAGE}' HeadModerator: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Moderator: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Helper: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Villager: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Knight: '&7{DISPLAYNAME}&8:&f {MESSAGE}' King: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Hero: '&7{DISPLAYNAME}&8:&f {MESSAGE}' God: '&7{DISPLAYNAME}&8:&f {MESSAGE}' Legend: '&7{DISPLAYNAME}&8:&b {MESSAGE}' # If you are using group formats make sure to remove the '#' to allow the setting to be read. ############################################################ # +------------------------------------------------------+ # # | EssentialsProtect | # # +------------------------------------------------------+ # ############################################################ protect: # General physics/behavior modifications. prevent: lava-flow: false water-flow: false water-bucket-flow: false fire-spread: true lava-fire-spread: true flint-fire: false lightning-fire-spread: true portal-creation: false tnt-explosion: false tnt-playerdamage: false tnt-minecart-explosion: false tnt-minecart-playerdamage: false fireball-explosion: false fireball-fire: false fireball-playerdamage: false witherskull-explosion: false witherskull-playerdamage: false wither-spawnexplosion: false wither-blockreplace: false creeper-explosion: false creeper-playerdamage: false creeper-blockdamage: false enderdragon-blockdamage: true enderman-pickup: false villager-death: false # Monsters won't follow players. # permission essentials.protect.entitytarget.bypass disables this. entitytarget: false # Prevent the spawning of creatures. spawn: creeper: false skeleton: false spider: false giant: false zombie: false slime: false ghast: false pig_zombie: false enderman: false cave_spider: false silverfish: false blaze: false magma_cube: false ender_dragon: false pig: false sheep: false cow: false chicken: false squid: false wolf: false mushroom_cow: false snowman: false ocelot: false iron_golem: false villager: false wither: true bat: false witch: false horse: false # Maximum height the creeper should explode. -1 allows them to explode everywhere. # Set prevent.creeper-explosion to true, if you want to disable creeper explosions. creeper: max-height: -1 # Disable various default physics and behaviors. disable: # Should fall damage be disabled? fall: false # Users with the essentials.protect.pvp permission will still be able to attack each other if this is set to true. # They will be unable to attack users without that same permission node. pvp: false # Should drowning damage be disabled? # (Split into two behaviors; generally, you want both set to the same value.) drown: false suffocate: false # Should damage via lava be disabled? Items that fall into lava will still burn to a crisp. ;) lavadmg: false # Should arrow damage be disabled? projectiles: false # This will disable damage from touching cacti. contactdmg: false # Burn, baby, burn! Should fire damage be disabled? firedmg: false # Should the damage after hit by a lightning be disabled? lightning: false # Should Wither damage be disabled? wither: false # Disable weather options? weather: storm: false thunder: false lightning: false ############################################################ # +------------------------------------------------------+ # # | EssentialsAntiBuild | # # +------------------------------------------------------+ # ############################################################ # Disable various default physics and behaviors # For more information, visit http://wiki.ess3.net/wiki/AntiBuild # Should people with build: false in permissions be allowed to build? # Set true to disable building for those people. # Setting to false means EssentialsAntiBuild will never prevent you from building. build: true # Should people with build: false in permissions be allowed to use items? # Set true to disable using for those people. # Setting to false means EssentialsAntiBuild will never prevent you from using items. use: true # Should we tell people they are not allowed to build? warn-on-build-disallow: true # For which block types would you like to be alerted? # You can find a list of IDs in plugins/Essentials/items.csv after loading Essentials for the first time. # 10 = lava :: 11 = still lava :: 46 = TNT :: 327 = lava bucket alert: on-placement: 10,11,46,327 on-use: 327 on-break: blacklist: # Which blocks should people be prevented from placing? placement: 10,11,46,327 # Which items should people be prevented from using? usage: 327 # Which blocks should people be prevented from breaking? break: # Which blocks should not be pushed by pistons? piston: # Which blocks should not be dispensed by dispensers dispenser: ############################################################ # +------------------------------------------------------+ # # | Essentials Spawn / New Players | # # +------------------------------------------------------+ # ############################################################ newbies: # Should we announce to the server when someone logs in for the first time? # If so, use this format, replacing {DISPLAYNAME} with the player name. # If not, set to '' #announce-format: '' announce-format: '&cWelcome &e&l{DISPLAYNAME}&c to the &8R&7e&8t&7r&8o&4-&cFactions server!' # When we spawn for the first time, which spawnpoint do we use? # Set to "none" if you want to use the spawn point of the world. spawnpoint: newbies # Do we want to give users anything on first join? Set to '' to disable # This kit will be given regardless of cost, and permissions. #kit: '' kit: join # Set this to lowest, if you want Multiverse to handle the respawning. # Set this to high, if you want EssentialsSpawn to handle the respawning. # Set this to highest, if you want to force EssentialsSpawn to handle the respawning. respawn-listener-priority: high # When users die, should they respawn at their first home or bed, instead of the spawnpoint? respawn-at-home: false # End of File <-- No seriously, you're done with configuration.
gmolop / Tor ExitNode ChangerBash script to change Tor's {Exit Nodes} Country Codes from terminal
sudomesh / ExitnodeConfiguration, script and instructions for exit nodes.
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krishnakumarsingh / Angularjs2startSetting Up an Angular 2 Environment Using Typescript, Npm and Webpack PreviousNext This Angular 2 tutorial serves for anyone looking to get up and running with Angular 2 and TypeScript fast. Angular 2 Beta Udemy Last week I’ve read the great Angular 2 book from Ninja Squad. Therefore, I figured it was time to put pen to paper and start building Angular 2 applications using TypeScript. That’s why in this tutorial, we’ll learn how to start an Angular 2 project from scratch and go further by building a development environment with Webpack and more. Getting Started 1. Developing and Building a TypeScript App Let’s start by building our first Angular 2 application using Typescript. First, make sure you have Node.js and npm installed. You can refer to the official website for more information about the installation procedure. Then, install Typescript globally via npm by running the following command in your terminal : 1 2 3 npm install -g typescript Once it is installed, we’ll setup our Typescript project by creating a tsconfig.json file in which we specify the compilation options to use for compiling our project. The typescript NPM module we just installed comes with a compiler, named tsc, that we are going to use for initializing a fresh Typescript project : 1 2 3 4 5 6 7 # Create a new project folder and go inside it mkdir angular2-starter && cd angular2-starter # Generate the Typescript configurations file tsc --init --target es5 --sourceMap --experimentalDecorators --emitDecoratorMetadata Running tsc --init create the tsconfig.json in our project directory, which looks like this : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 { "compilerOptions": { "target": "es5", "sourceMap": true, "experimentalDecorators": true, "emitDecoratorMetadata": true, "module": "commonjs", "noImplicitAny": false, "outDir": "built" }, "exclude": [ "node_modules" ] } Along with the --init parameter, we passed the following options to the compiler : --target es5 : specify that we want our code to transpile to ECMASCRIPT 5. Thus, it could be run in every browser. --sourceMap : generate source maps files. It helps when debugging ES5 code with the original Typescript code in the chrome devtools. --experimentalDecorators and --emitDecoratorMetadata : allow to use Typescript with decorators. Also notice that options such as module, outDir or rootDir have been added by default. Feel free to read the documentation for more compiler options. So hit npm init in your terminal, and fill in some answers (you can accept the default for all the prompts). Then, install angular2 by running the following command : 1 2 3 npm install --save angular2 You should now have a package.json file that looks like the following: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 { "name": "angular-starter", "version": "1.0.0", "description": "An Angular 2 Starter kit featuring Angular 2, TypeScript, and Webpack by EloquentWebApp", "main": "index.js", "scripts": { "test": "echo \"Error: no test specified\" && exit 1" }, "author": "Grégory D'Angelo", "license": "ISC", "dependencies": { "angular2": "^2.0.0-beta.17", "es6-shim": "^0.35.1", "reflect-metadata": "^0.1.2", "rxjs": "^5.0.0-beta.6", "zone.js": "^0.6.17" } } As you can see, angular2 comes with the following dependencies : reflect-metadata : used to enable dependency injection through decorators es6-shim and es6-promise : librairies for ES6 compatabilities and support for ES6 Promise rxjs : a set of librairies for reactive programming zone.js : used to implement zones for Javascript, inspired from Dart. Angular 2 uses it to efficiently detect changes The fundamentals settings are now in place. Let’s create our first Angular 2 application. 2. Creating our First Component The first step is to create a Typescript file at the root folder, and name it app.component.ts. Our application itself will be a component. To do so, we’ll use the @Component decorator by importing it from ‘angular2/core‘. That’s all we need to create our Angular 2 component. 1 2 3 4 5 6 import { Component } from 'angular2/core'; @Component() export class AppComponent { } By prefixing the class by this decorator, it tells Angular that this class is an Angular component. In Angular 2, components are a fundamental concept. It is the way we define views and control the logic on the page. Here’s how to do it : 1 2 3 4 5 6 7 8 9 import { Component } from 'angular2/core'; @Component({ selector: 'app', template: '<h1>Hello, Angular2</h1>' }) export class AppComponent { } We passed in a configuration object to the component decorator. This object has two properties : selector and template. The selector is the HTML element that Angular will looking for. Every times it founds one, Angular will instantiate a new instance of our AppComponent class, and place our template. As you may also notice we export our class at the end. This is our first class so we’ll keep it empty for simplicity. 3. Bootstrapping the App Finally, we need to launch our application. For this, we only need two things : the Angular’s browser bootstrap method, and the application root component that we just wrote. To separate the concerns, create a new file, bootstrap.ts, and import the dependencies : 1 2 3 4 5 6 7 8 9 ///<reference path="node_modules/angular2/typings/browser.d.ts" /> import { bootstrap } from 'angular2/platform/browser'; import { AppComponent } from './app.component'; bootstrap(AppComponent) .catch(err => console.log(err)); As you can see, we call the bootstrap method, passing in our component, AppComponent. Moreover, as stated in the CHANGELOG since 2.0.0-beta.6 (2016-02-11) we may need to add the <reference ... /> line at the top of our bootstrap.ts file when using --target=es5. Feel free to check the CHANGELOG for more details. Last but not least, we need to create an index.html file to host our Angular application. Start by pasting the following lines : 1 2 3 4 5 6 7 8 9 10 11 12 <!DOCTYPE html> <html> <head></head> <body> <app>Loading...</app> </body> </html> For now, it’s a very basic HTML file in which we’ve put the selector <app> that corresponds to our application root component. But we need to add 2 more things in order to launch our application. Indeed, we need to rely on a tool to load application and library modules. For now, we’ll use SystemJS as the module loader. We’ll see later in this tutorial how to install and configure Webpack for our Angular 2 project. And finally, we need to include script dependencies in our HTML file. Let’s do it together step by step. First, start by installing SystemJS : 1 2 3 npm install --save systemjs Then, load it statically in the index.html just after angular2-polyfills. angular2-polyfills is essentially a mashup of zone.js and reflect-metadata. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 <!DOCTYPE html> <html> <head> <script src="node_modules/angular2/bundles/angular2-polyfills.js"></script> <script src="node_modules/systemjs/dist/system.js"></script> </head> <body> <app>Loading...</app> </body> </html> Finally, we need to tell SystemJS where is our bootstrap module and where to find the dependencies used in our application (angular2 and rxjs) : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 <!DOCTYPE html> <html> <head> <script src="node_modules/angular2/bundles/angular2-polyfills.js"></script> <script src="node_modules/systemjs/dist/system.js"></script> <script> System.config({ // we want to import modules without writing .js at the end defaultJSExtensions: true, // the app will need the following dependencies map: { 'angular2': 'node_modules/angular2', 'rxjs': 'node_modules/rxjs' } }); // and to finish, let's boot the app! System.import('built/bootstrap'); </script> </head> <body> <app>Loading...</app> </body> </html> OK! We’re done with the settings and we can now compile and run our application. In order to handle common tasks, include the following npm scripts in the package.json file : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 { "name": "angular-starter", "version": "1.0.0", "description": "An Angular 2 Starter kit featuring Angular 2, TypeScript, and Webpack by EloquentWebApp", "main": "index.js", "scripts": { "start": "concurrently \"npm run watch\" \"npm run serve\"", "watch": "tsc -w", "serve": "lite-server" }, "author": "Grégory D'Angelo", "license": "ISC", "dependencies": { "angular2": "^2.0.0-beta.11", "es6-promise": "^3.1.2", "es6-shim": "^0.35.0", "reflect-metadata": "^0.1.2", "rxjs": "^5.0.0-beta.2", "systemjs": "^0.19.24", "zone.js": "^0.6.5" }, "devDependencies": { "concurrently": "^2.2.0", "lite-server": "^2.2.2" } } The watch script runs the TypeScript compiler in watch mode. It watches TypeScript files and triggers recompilation on changes. The serve script runs an HTTP server to serve our application, and refresh the browser on changes. I’ve used lite-server for that purpose. Install it via npm : 1 2 3 npm install --save-dev lite-server And, the start run the previous 2 scripts concurrently using the concurrently npm package : 1 2 3 npm install --save-dev concurrently So, run npm start and open your browser to http://localhost:3000. You should now briefly see “Loading…”, and then “Hello, Angular2” should appear. Congratulations! We’ve have just finished the first part of this tutorial. Keep going to see how to set a build system using Webpack for working with TypeScript. Creating a useful project structure and toolchain 1. Project Structure As far, we’ve built a basic Angular 2 application with the minimum required dependencies and tools. In this section, we’ll refactor our project structure to ease the development of more complex Angular 2 applications. By the end of this section, you will be able to build your own starter kit to get up and running with Angular 2 and TypeScript fast. More importantly, you will understand how to structure your project and what each tool is responsible for. Sounds great, isn’t it? Let’s do it! The first step is to revamp the file structure of our project. Here’s how it will look : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 angular2-starter/ ├──src/ | ├──bootstrap.ts | ├──index.html | ├──polyfills.ts │ │ │ ├──app/ │ │ ├──app.component.ts │ │ └──app.html │ │ │ └──assets/ │ └──css/ │ └──styles.css │ ├──tsconfig.json ├──typings.json ├──package.json │ └──webpack.config.js There are some new files, but don’t worry we will dive into each one of them through this section. What’s important for now, it’s to understand that we’ll use the component approach in our application project. This is a great way to ensure maintainable code by encapsulation of our behavior logic. Hence, each component will live in a single folder with each concern as a file: style, template, specs, e2e, and component class. Before going further let’s reorganize our files as follow : 1 2 3 4 5 6 7 8 9 10 11 12 angular2-starter/ ├──src/ | ├──bootstrap.ts | ├──index.html │ │ │ └──app/ │ └──app.component.ts │ ├──tsconfig.json └──package.json You should also update the path in bootstrap.ts : 1 2 3 4 5 6 7 8 9 ///<reference path="../node_modules/angular2/typings/browser.d.ts" /> import { bootstrap } from 'angular2/platform/browser'; import { AppComponent } from './app/app.component'; bootstrap(AppComponent) .catch(err => console.log(err)); Great! Now it’s time to dive in into Webpack. 2. Installing and Configuring Webpack Webpack will replace SystemJS that we have used until now, as a module loader. If you need an explanation on what is Webpack for, I highly recommand you to take a look at the official documentation. In short, webpack is a module bundler. “It takes modules with dependencies and generates static assets representing those modules“. Start with installing webpack, webpack-dev-server, and the webpack plugins locally, and save them as project dependencies : 1 2 3 4 5 6 7 8 9 10 # First, remove SystemJS. We don't need it anymore. npm uninstall --save systemjs # Then, install Typescript locally npm install --save typescript # Finally, install webpack npm install --save-dev webpack webpack-dev-server html-webpack-plugin copy-webpack-plugin Now, let’s configure Webpack for our development workflow. For this purpose we’ll create a webpack.config.js. Add the following settings in your config file : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 var path = require('path'); var webpack = require('webpack'); var CopyWebpackPlugin = require('copy-webpack-plugin'); var HtmlWebpackPlugin = require('html-webpack-plugin'); var ENV = process.env.ENV = 'development'; var HOST = process.env.HOST || 'localhost'; var PORT = process.env.PORT || 8080; var metadata = { host: HOST, port: PORT, ENV: ENV }; /* * config */ module.exports = { // static data for index.html metadata: metadata, // Emit SourceMap to enhance debugging devtool: 'source-map', devServer: { // This is required for webpack-dev-server. The path should // be an absolute path to your build destination. outputPath: path.join(__dirname, 'dist') }, // Switch loaders to debug mode debug: true, // Our angular app entry: { 'polyfills': path.resolve(__dirname, "src/polyfills.ts"), 'app': path.resolve(__dirname, "src/bootstrap.ts") }, // Config for our build file output: { path: path.resolve(__dirname, "dist"), filename: '[name].bundle.js', sourcemapFilename: '[name].map' }, resolve: { // Add `.ts` and `.tsx` as a resolvable extension. extensions: ['', '.ts', '.tsx', '.js'] }, module: { loaders: [ // Support for .ts files { test: /\.tsx?$/, loader: 'ts-loader', include: [ path.resolve(__dirname, "./src") ] }, // Support for .html as raw text { test: /\.html$/, loader: 'raw-loader', exclude: [ path.resolve(__dirname, "src/index.html") ] } ] }, plugins: [ // Copy static assets to the build folder new CopyWebpackPlugin([{ from: 'src/assets', to: 'assets' }]), // Generate the index.html new HtmlWebpackPlugin({ template: 'src/index.html' }) ] } The entry specifies the entry files of our Angular application. It will be use by Webpack as the starting point for the bundling process. As you may notice we specify our bootstrap file, but also a new file named polyfills.ts. It will contain all the dependencies needed to run our Angular2 application. Before that, we’ve put those deps directly inside our index.html. They now live in a separate file : 1 2 3 4 5 // polyfills.ts import 'angular2/bundles/angular2-polyfills'; import 'rxjs'; The output tells Webpack what to do after completing the bundling process. In our case, the dist/ directory will be use to output the bundled files named app.bundle.js and polyfills.bundle.js with th following source-map files. The ts-loader is used to transpile our Typescript files that match the defined test regex. In our case it will process all files with a .ts or .tsx extension. The raw-loader is used to support html files as raw text. Hence, we could write our component views in separate files and include them afterward in our components. You need to install them using npm : 1 2 3 npm install --save-dev ts-loader raw-loader The CopyWebpackPlugin is used to copy the static assets into the build folder. Finally, the metadata are used by the HtmlWebpackplugin to generate our index.html file. In the index.html, we use the host and port data to run the webpack dev server in development environment. See how this file has been simplified : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 <!DOCTYPE html> <html> <head> <link rel="stylesheet" href="./assets/css/styles.css" /> </head> <body> <app>Loading...</app> </body> <% if (webpackConfig.metadata.ENV === 'development') { %> <!-- Webpack Dev Server --> <script src="http://<%= webpackConfig.metadata.host %>:<%= webpackConfig.metadata.port %>/webpack-dev-server.js"></script> <% } %> </html> Feel free to add you own stylesheets files under /src/assets/css as I did with my styles.css file. You should now have a project structured like so : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 angular2-starter/ ├──src/ | ├──bootstrap.ts | ├──index.html | ├──polyfills.ts │ │ │ ├──app/ │ │ └──app.component.ts │ │ │ └──assets/ │ └──css/ │ └──styles.css │ ├──tsconfig.json ├──package.json │ └──webpack.config.js We need one more thing to be all set up. As mentionned before, we will write the views in separated file. So, create an app.html file and refer to it in your app.components.ts. 1 2 3 4 <!-- app.html --> <h1>Hello, Angular2</h1> 1 2 3 4 5 6 7 8 9 10 // app.component.ts import { Component } from 'angular2/core'; @Component({ selector: 'app', template: require('./app.html') }) export class AppComponent { } Finally, we have to install the node typings definition to be able to require file inside our component as we did for the view. Hence, to do so run the following commands, and complete the tsconfig.json to exclude some files : 1 2 3 4 5 6 7 8 9 10 # Install Typings CLI utility npm install typings --global # Init the typings.json typings init # Install typings typings install env~node --global --save As you can notice in my tsconfig.json file below, there are some extra options that are Atom IDE specific features. Feel free to read the documentation about it: atom-typescript/tsconfig.json. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 { "compilerOptions": { "target": "es5", "sourceMap": true, "experimentalDecorators": true, "emitDecoratorMetadata": true, "module": "commonjs", "noImplicitAny": false, "outDir": "built", "rootDir": "." }, "exclude": [ "node_modules", "typings/main.d.ts", "typings/main" ], "filesGlob": [ "./src/**/*.ts", "!./node_modules/**/*.ts", "typings/browser.d.ts" ], "compileOnSave": false, "buildOnSave": false } If you want to know more about typings read the following pages on Github : Microsoft/TypeScript and typings/typings. Ok! Now it’s time to build and run our application using Webpack. Let’s create some npm scripts to handle those operations. 3. Using npm as a Task Runner We will simply use npm to define and run our tasks : one for the build process, and one for running the development server. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 { "name": "angular2-starter", "version": "1.0.0", "description": "", "main": "index.js", "scripts": { "build:dev": "webpack --progress --colors", "server:dev": "webpack-dev-server --hot --progress --colors --content-base dist/", "start": "npm run server:dev" }, ... } We can now run npm start and visit http://localhost:8080 to see our app running.