szumielxd

AuthMeFBcfg

Nov 21st, 2018
293
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.35 KB | None | 0 0
  1. DataSource:
  2. # What type of database do you want to use?
  3. # Valid values: SQLITE, MYSQL
  4. backend: 'SQLITE'
  5. # Enable the database caching system, should be disabled on bungeecord environments
  6. # or when a website integration is being used.
  7. caching: true
  8. # Database host address
  9. mySQLHost: 'localhost'
  10. # Database port
  11. mySQLPort: '3306'
  12. # Connect to MySQL database over SSL
  13. mySQLUseSSL: true
  14. # Username to connect to the MySQL database
  15. mySQLUsername: 'root'
  16. # Password to connect to the MySQL database
  17. mySQLPassword: ''
  18. # Database Name, use with converters or as SQLITE database name
  19. mySQLDatabase: 'authme'
  20. # Table of the database
  21. mySQLTablename: 'authme'
  22. # Column of IDs to sort data
  23. mySQLColumnId: 'id'
  24. # Column for storing or checking players nickname
  25. mySQLColumnName: 'username'
  26. # Column for storing or checking players RealName
  27. mySQLRealName: 'realname'
  28. # Column for storing players passwords
  29. mySQLColumnPassword: 'password'
  30. # Column for storing players emails
  31. mySQLColumnEmail: 'email'
  32. # Column for storing if a player is logged in or not
  33. mySQLColumnLogged: 'isLogged'
  34. # Column for storing if a player has a valid session or not
  35. mySQLColumnHasSession: 'hasSession'
  36. # Column for storing the player's last IP
  37. mySQLColumnIp: 'ip'
  38. # Column for storing players lastlogins
  39. mySQLColumnLastLogin: 'lastlogin'
  40. # Column storing the registration date
  41. mySQLColumnRegisterDate: 'regdate'
  42. # Column for storing the IP address at the time of registration
  43. mySQLColumnRegisterIp: 'regip'
  44. # Column for storing player LastLocation - X
  45. mySQLlastlocX: 'x'
  46. # Column for storing player LastLocation - Y
  47. mySQLlastlocY: 'y'
  48. # Column for storing player LastLocation - Z
  49. mySQLlastlocZ: 'z'
  50. # Column for storing player LastLocation - World Name
  51. mySQLlastlocWorld: 'world'
  52. # Column for storing player LastLocation - Yaw
  53. mySQLlastlocYaw: 'yaw'
  54. # Column for storing player LastLocation - Pitch
  55. mySQLlastlocPitch: 'pitch'
  56. # Overrides the size of the DB Connection Pool, -1 = Auto
  57. poolSize: -1
  58. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  59. # You should set this at least 30 seconds less than mysql server wait_timeout
  60. maxLifetime: 1800
  61. ExternalBoardOptions:
  62. # Column for storing players passwords salts
  63. mySQLColumnSalt: ''
  64. # Column for storing players groups
  65. mySQLColumnGroup: ''
  66. # -1 means disabled. If you want that only activated players
  67. # can log into your server, you can set here the group number
  68. # of unactivated users, needed for some forum/CMS support
  69. nonActivedUserGroup: -1
  70. # Other MySQL columns where we need to put the username (case-sensitive)
  71. mySQLOtherUsernameColumns: []
  72. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  73. bCryptLog2Round: 10
  74. # phpBB table prefix defined during the phpBB installation process
  75. phpbbTablePrefix: 'phpbb_'
  76. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  77. phpbbActivatedGroupId: 2
  78. # IP Board table prefix defined during the IP Board installation process
  79. IPBTablePrefix: 'ipb_'
  80. # IP Board default group ID; 3 is the default registered group defined by IP Board
  81. IPBActivatedGroupId: 3
  82. # Xenforo table prefix defined during the Xenforo installation process
  83. XFTablePrefix: 'xf_'
  84. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  85. XFActivatedGroupId: 2
  86. # Wordpress prefix defined during WordPress installation
  87. wordpressTablePrefix: 'wp_'
  88. settings:
  89. sessions:
  90. # Do you want to enable the session feature?
  91. # If enabled, when a player authenticates successfully,
  92. # his IP and his nickname is saved.
  93. # The next time the player joins the server, if his IP
  94. # is the same as last time and the timeout hasn't
  95. # expired, he will not need to authenticate.
  96. enabled: true
  97. # After how many minutes should a session expire?
  98. # A player's session ends after the timeout or if his IP has changed
  99. timeout: 10
  100. # Message language, available languages:
  101. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  102. messagesLanguage: 'en'
  103. # Forces authme to hook into Vault instead of a specific permission handler system.
  104. forceVaultHook: false
  105. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  106. # FINE for some additional detailed ones (like password failed),
  107. # and DEBUG for debugging
  108. logLevel: 'FINE'
  109. # By default we schedule async tasks when talking to the database. If you want
  110. # typical communication with the database to happen synchronously, set this to false
  111. useAsyncTasks: true
  112. # By default we handle the AsyncPlayerPreLoginEvent which makes the plugin faster
  113. # but it is incompatible with any permission plugin not included in our compatibility list.
  114. # If you have issues with permission checks on player join please disable this option.
  115. useAsyncPreLoginEvent: true
  116. restrictions:
  117. # Can not authenticated players chat?
  118. # Keep in mind that this feature also blocks all commands not
  119. # listed in the list below.
  120. allowChat: false
  121. # Hide the chat log from players who are not authenticated?
  122. hideChat: false
  123. # Allowed commands for unauthenticated players
  124. allowCommands:
  125. - '/login'
  126. - '/register'
  127. - '/l'
  128. - '/reg'
  129. - '/email'
  130. - '/captcha'
  131. # Max number of allowed registrations per IP
  132. # The value 0 means an unlimited number of registrations!
  133. maxRegPerIp: 0
  134. # Minimum allowed username length
  135. minNicknameLength: 5
  136. # Maximum allowed username length
  137. maxNicknameLength: 16
  138. # When this setting is enabled, online players can't be kicked out
  139. # due to "Logged in from another Location"
  140. # This setting will prevent potential security exploits.
  141. ForceSingleSession: true
  142. ForceSpawnLocOnJoin:
  143. # If enabled, every player that spawn in one of the world listed in
  144. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  145. # authentication. The quit location of the player will be overwritten.
  146. # This is different from "teleportUnAuthedToSpawn" that teleport player
  147. # to the spawnpoint on join.
  148. enabled: true
  149. # WorldNames where we need to force the spawn location
  150. # Case-sensitive!
  151. worlds:
  152. - 'world'
  153. - 'world_nether'
  154. - 'world_the_end'
  155. # This option will save the quit location of the players.
  156. SaveQuitLocation: false
  157. # To activate the restricted user feature you need
  158. # to enable this option and configure the AllowedRestrictedUser field.
  159. AllowRestrictedUser: false
  160. # The restricted user feature will kick players listed below
  161. # if they don't match the defined IP address. Names are case-insensitive.
  162. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  163. # Example:
  164. # AllowedRestrictedUser:
  165. # - playername;127.0.0.1
  166. # - playername;regex:127\.0\.0\..*
  167. AllowedRestrictedUser: []
  168. # Ban unknown IPs trying to log in with a restricted username?
  169. banUnsafedIP: false
  170. # Should unregistered players be kicked immediately?
  171. kickNonRegistered: false
  172. # Should players be kicked on wrong password?
  173. kickOnWrongPassword: false
  174. # Should not logged in players be teleported to the spawn?
  175. # After the authentication they will be teleported back to
  176. # their normal position.
  177. teleportUnAuthedToSpawn: false
  178. # Can unregistered players walk around?
  179. allowMovement: false
  180. # After how many seconds should players who fail to login or register
  181. # be kicked? Set to 0 to disable.
  182. timeout: 20
  183. # Regex pattern of allowed characters in the player name.
  184. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  185. # How far can unregistered players walk?
  186. # Set to 0 for unlimited radius
  187. allowedMovementRadius: 100
  188. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  189. ProtectInventoryBeforeLogIn: true
  190. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  191. DenyTabCompleteBeforeLogin: true
  192. # Should we display all other accounts from a player when he joins?
  193. # permission: /authme.admin.accounts
  194. displayOtherAccounts: true
  195. # Spawn priority; values: authme, essentials, multiverse, default
  196. spawnPriority: 'authme,essentials,multiverse,default'
  197. # Maximum Login authorized by IP
  198. maxLoginPerIp: 0
  199. # Maximum Join authorized by IP
  200. maxJoinPerIp: 0
  201. # AuthMe will NEVER teleport players if set to true!
  202. noTeleport: false
  203. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  204. # characters, which is what we recommend. See also http://asciitable.com
  205. # You can test your regex with https://regex101.com
  206. allowedPasswordCharacters: '[!-~]*'
  207. # Threshold of the other accounts command, a value less than 2 means disabled.
  208. otherAccountsCmdThreshold: 0
  209. # Command to run when a user has more accounts than the configured threshold.
  210. # Available variables: %playername%, %playerip%
  211. otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
  212. GameMode:
  213. # Force survival gamemode when player joins?
  214. ForceSurvivalMode: true
  215. unrestrictions:
  216. # Below you can list all account names that AuthMe will ignore
  217. # for registration or login. Configure it at your own risk!!
  218. # This option adds compatibility with BuildCraft and some other mods.
  219. # It is case-insensitive! Example:
  220. # UnrestrictedName:
  221. # - 'npcPlayer'
  222. # - 'npcPlayer2'
  223. UnrestrictedName: []
  224. security:
  225. # Minimum length of password
  226. minPasswordLength: 5
  227. # Maximum length of password
  228. passwordMaxLength: 30
  229. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  230. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  231. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  232. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  233. # If you use ARGON2, check that you have the argon2 c library on your system
  234. passwordHash: 'SHA256'
  235. # If a password check fails, AuthMe will also try to check with the following hash methods.
  236. # Use this setting when you change from one hash method to another.
  237. # AuthMe will update the password to the new hash. Example:
  238. # legacyHashes:
  239. # - 'SHA1'
  240. legacyHashes: []
  241. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  242. doubleMD5SaltLength: 8
  243. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  244. pbkdf2Rounds: 10000
  245. # Prevent unsafe passwords from being used; put them in lowercase!
  246. # You should always set 'help' as unsafePassword due to possible conflicts.
  247. # unsafePasswords:
  248. # - '123456'
  249. # - 'password'
  250. # - 'help'
  251. unsafePasswords:
  252. - '123456'
  253. - 'password'
  254. - 'qwerty'
  255. - '12345'
  256. - '54321'
  257. - '123456789'
  258. - 'help'
  259. - '<haslo>'
  260. - 'haslo'
  261. registration:
  262. # Enable registration on the server?
  263. enabled: true
  264. # Send every X seconds a message to a player to
  265. # remind him that he has to login/register
  266. messageInterval: 1
  267. # Only registered and logged in players can play.
  268. # See restrictions for exceptions
  269. force: true
  270. # Type of registration: PASSWORD or EMAIL
  271. # PASSWORD = account is registered with a password supplied by the user;
  272. # EMAIL = password is generated and sent to the email provided by the user.
  273. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  274. type: 'PASSWORD'
  275. # Second argument the /register command should take: NONE = no 2nd argument
  276. # CONFIRMATION = must repeat first argument (pass or email)
  277. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  278. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  279. secondArg: 'CONFIRMATION'
  280. # Do we force kick a player after a successful registration?
  281. # Do not use with login feature below
  282. forceKickAfterRegister: false
  283. # Does AuthMe need to enforce a /login after a successful registration?
  284. forceLoginAfterRegister: false
  285. # Enable to display the welcome message (welcome.txt) after a login
  286. # You can use colors in this welcome.txt + some replaced strings:
  287. # {PLAYER}: player name, {ONLINE}: display number of online players,
  288. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  289. # {WORLD}: player current world, {SERVER}: server name
  290. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  291. useWelcomeMessage: false
  292. # Broadcast the welcome message to the server or only to the player?
  293. # set true for server or false for player
  294. broadcastWelcomeMessage: false
  295. # Should we delay the join message and display it once the player has logged in?
  296. delayJoinMessage: false
  297. # The custom join message that will be sent after a successful login,
  298. # keep empty to use the original one.
  299. # Available variables:
  300. # {PLAYERNAME}: the player name (no colors)
  301. # {DISPLAYNAME}: the player display name (with colors)
  302. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  303. customJoinMessage: ''
  304. # Should we remove the leave messages of unlogged users?
  305. removeUnloggedLeaveMessage: true
  306. # Should we remove join messages altogether?
  307. removeJoinMessage: true
  308. # Should we remove leave messages altogether?
  309. removeLeaveMessage: true
  310. # Do we need to add potion effect Blinding before login/reigster?
  311. applyBlindEffect: true
  312. # Do we need to prevent people to login with another case?
  313. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  314. preventOtherCase: false
  315. GroupOptions:
  316. # Enables switching a player to defined permission groups before they log in.
  317. # See below for a detailed explanation.
  318. enablePermissionCheck: false
  319. # This is a very important option: if a registered player joins the server
  320. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  321. # You can set up your permission plugin with this special group to have no permissions,
  322. # or only permission to chat (or permission to send private messages etc.).
  323. # The better way is to set up this group with few permissions, so if a player
  324. # tries to exploit an account they can do only what you've defined for the group.
  325. # After login, the player will be moved to his correct permissions group!
  326. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  327. # Otherwise your group will be wiped and the player will join in the default group []!
  328. # Example: registeredPlayerGroup: 'NotLogged'
  329. registeredPlayerGroup: ''
  330. # Similar to above, unregistered players can be set to the following
  331. # permissions group
  332. unregisteredPlayerGroup: ''
  333. Email:
  334. # Email SMTP server host
  335. mailSMTP: 'smtp.gmail.com'
  336. # Email SMTP server port
  337. mailPort: 465
  338. # Only affects port 25: enable TLS/STARTTLS?
  339. useTls: true
  340. # Email account which sends the mails
  341. mailAccount: ''
  342. # Email account password
  343. mailPassword: ''
  344. # Email address, fill when mailAccount is not the email address of the account
  345. mailAddress: ''
  346. # Custom sender name, replacing the mailAccount name in the email
  347. mailSenderName: ''
  348. # Recovery password length
  349. RecoveryPasswordLength: 8
  350. # Mail Subject
  351. mailSubject: 'Your new AuthMe password'
  352. # Like maxRegPerIP but with email
  353. maxRegPerEmail: 1
  354. # Recall players to add an email?
  355. recallPlayers: false
  356. # Delay in minute for the recall scheduler
  357. delayRecall: 5
  358. # Blacklist these domains for emails
  359. emailBlacklisted:
  360. - '10minutemail.com'
  361. # Whitelist ONLY these domains for emails
  362. emailWhitelisted: []
  363. # Send the new password drawn in an image?
  364. generateImage: false
  365. # The OAuth2 token
  366. emailOauth2Token: ''
  367. Hooks:
  368. # Do we need to hook with multiverse for spawn checking?
  369. multiverse: false
  370. # Do we need to hook with BungeeCord?
  371. bungeecord: true
  372. # Send player to this BungeeCord server after register/login
  373. sendPlayerTo: 'lobby'
  374. # Do we need to disable Essentials SocialSpy on join?
  375. disableSocialSpy: true
  376. # Do we need to force /motd Essentials command on join?
  377. useEssentialsMotd: false
  378. Protection:
  379. # Enable some servers protection (country based login, antibot)
  380. enableProtection: false
  381. # Apply the protection also to registered usernames
  382. enableProtectionRegistered: true
  383. # Countries allowed to join the server and register. For country codes, see
  384. # http://dev.maxmind.com/geoip/legacy/codes/iso3166/
  385. # PLEASE USE QUOTES!
  386. countries:
  387. - 'US'
  388. - 'GB'
  389. # Countries not allowed to join the server and register
  390. # PLEASE USE QUOTES!
  391. countriesBlacklist:
  392. - 'A1'
  393. # Do we need to enable automatic antibot system?
  394. enableAntiBot: true
  395. # The interval in seconds
  396. antiBotInterval: 5
  397. # Max number of players allowed to login in the interval
  398. # before the AntiBot system is enabled automatically
  399. antiBotSensibility: 10
  400. # Duration in minutes of the antibot automatic system
  401. antiBotDuration: 10
  402. # Delay in seconds before the antibot activation
  403. antiBotDelay: 60
  404. Purge:
  405. # If enabled, AuthMe automatically purges old, unused accounts
  406. useAutoPurge: false
  407. # Number of days after which an account should be purged
  408. daysBeforeRemovePlayer: 60
  409. # Do we need to remove the player.dat file during purge process?
  410. removePlayerDat: false
  411. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  412. removeEssentialsFile: false
  413. # World in which the players.dat are stored
  414. defaultWorld: 'world'
  415. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  416. removeLimitedCreativesInventories: false
  417. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  418. removeAntiXRayFile: false
  419. # Do we need to remove permissions?
  420. removePermissions: false
  421. Security:
  422. SQLProblem:
  423. # Stop the server if we can't contact the sql database
  424. # Take care with this, if you set this to false,
  425. # AuthMe will automatically disable and the server won't be protected!
  426. stopServer: false
  427. console:
  428. # Remove passwords from console?
  429. removePassword: true
  430. # Copy AuthMe log output in a separate file as well?
  431. logConsole: true
  432. captcha:
  433. # Enable captcha when a player uses wrong password too many times
  434. useCaptcha: false
  435. # Max allowed tries before a captcha is required
  436. maxLoginTry: 5
  437. # Captcha length
  438. captchaLength: 5
  439. # Minutes after which login attempts count is reset for a player
  440. captchaCountReset: 60
  441. tempban:
  442. # Tempban a user's IP address if they enter the wrong password too many times
  443. enableTempban: false
  444. # How many times a user can attempt to login before their IP being tempbanned
  445. maxLoginTries: 10
  446. # The length of time a IP address will be tempbanned in minutes
  447. # Default: 480 minutes, or 8 hours
  448. tempbanLength: 480
  449. # How many minutes before resetting the count for failed logins by IP and username
  450. # Default: 480 minutes (8 hours)
  451. minutesBeforeCounterReset: 480
  452. # The command to execute instead of using the internal ban system, empty if disabled.
  453. # Available placeholders: %player%, %ip%
  454. customCommand: ''
  455. recoveryCode:
  456. # Number of characters a recovery code should have (0 to disable)
  457. length: 8
  458. # How many hours is a recovery code valid for?
  459. validForHours: 4
  460. # Max number of tries to enter recovery code
  461. maxTries: 3
  462. # How long a player has after password recovery to change their password
  463. # without logging in. This is in minutes.
  464. # Default: 2 minutes
  465. passwordChangeTimeout: 2
  466. emailRecovery:
  467. # Seconds a user has to wait for before a password recovery mail may be sent again
  468. # This prevents an attacker from abusing AuthMe's email feature.
  469. cooldown: 60
  470. privacy:
  471. # The mail shown using /email show will be partially hidden
  472. # E.g. (if enabled)
  473. # original email: my.email@example.com
  474. # hidden email: my.***@***mple.com
  475. enableEmailMasking: false
  476. # Minutes after which a verification code will expire
  477. verificationCodeExpiration: 10
  478. # Before a user logs in, various properties are temporarily removed from the player,
  479. # such as OP status, ability to fly, and walk/fly speed.
  480. # Once the user is logged in, we add back the properties we previously saved.
  481. # In this section, you may define how these properties should be handled.
  482. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  483. limbo:
  484. persistence:
  485. # Besides storing the data in memory, you can define if/how the data should be persisted
  486. # on disk. This is useful in case of a server crash, so next time the server starts we can
  487. # properly restore things like OP status, ability to fly, and walk/fly speed.
  488. # DISABLED: no disk storage,
  489. # INDIVIDUAL_FILES: each player data in its own file,
  490. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  491. type: 'INDIVIDUAL_FILES'
  492. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  493. # persistence attempts to reduce the number of files by distributing players into various
  494. # buckets based on their UUID. This setting defines into how many files the players should
  495. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  496. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  497. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  498. # 6.25 players per file (100 / 16).
  499. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  500. # change this setting only on server restart, not with /authme reload.
  501. distributionSize: 'SIXTEEN'
  502. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  503. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  504. # from modifying the 'allow flight' property on the player.
  505. restoreAllowFlight: 'RESTORE'
  506. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  507. # RESTORE: restore the speed the player had;
  508. # DEFAULT: always set to default speed;
  509. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  510. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  511. restoreFlySpeed: 'RESTORE_NO_ZERO'
  512. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  513. # See above for a description of the values.
  514. restoreWalkSpeed: 'RESTORE_NO_ZERO'
  515. BackupSystem:
  516. # General configuration for backups: if false, no backups are possible
  517. ActivateBackup: false
  518. # Create backup at every start of server
  519. OnServerStart: false
  520. # Create backup at every stop of server
  521. OnServerStop: true
  522. # Windows only: MySQL installation path
  523. MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\'
  524. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  525. Converter:
  526. Rakamak:
  527. # Rakamak file name
  528. fileName: 'users.rak'
  529. # Rakamak use IP?
  530. useIP: false
  531. # Rakamak IP file name
  532. ipFileName: 'UsersIp.rak'
  533. CrazyLogin:
  534. # CrazyLogin database file name
  535. fileName: 'accounts.db'
  536. loginSecurity:
  537. # LoginSecurity: convert from SQLite; if false we use MySQL
  538. useSqlite: true
  539. mySql:
  540. # LoginSecurity MySQL: database host
  541. host: ''
  542. # LoginSecurity MySQL: database name
  543. database: ''
  544. # LoginSecurity MySQL: database user
  545. user: ''
  546. # LoginSecurity MySQL: password for database user
  547. password: ''
Add Comment
Please, Sign In to add comment