Guest User

Untitled

a guest
Oct 18th, 2018
833
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.67 KB | None | 0 0
  1.  
  2. DataSource:
  3. # What type of database do you want to use?
  4. # Valid values: SQLITE, MYSQL, POSTGRESQL
  5. backend: SQLITE
  6. # Enable the database caching system, should be disabled on bungeecord environments
  7. # or when a website integration is being used.
  8. caching: true
  9. # Database host address
  10. mySQLHost: 127.0.0.1
  11. # Database port
  12. mySQLPort: '3306'
  13. # Connect to MySQL database over SSL
  14. mySQLUseSSL: true
  15. # Username to connect to the MySQL database
  16. mySQLUsername: authme
  17. # Password to connect to the MySQL database
  18. mySQLPassword: '12345'
  19. # Database Name, use with converters or as SQLITE database name
  20. mySQLDatabase: authme
  21. # Table of the database
  22. mySQLTablename: authme
  23. # Column of IDs to sort data
  24. mySQLColumnId: id
  25. # Column for storing or checking players nickname
  26. mySQLColumnName: username
  27. # Column for storing or checking players RealName
  28. mySQLRealName: realname
  29. # Column for storing players passwords
  30. mySQLColumnPassword: password
  31. # Column for storing players passwords salts
  32. mySQLColumnSalt: ''
  33. # Column for storing players emails
  34. mySQLColumnEmail: email
  35. # Column for storing if a player is logged in or not
  36. mySQLColumnLogged: isLogged
  37. # Column for storing if a player has a valid session or not
  38. mySQLColumnHasSession: hasSession
  39. # Column for storing a player's TOTP key (for two-factor authentication)
  40. mySQLtotpKey: totp
  41. # Column for storing the player's last IP
  42. mySQLColumnIp: ip
  43. # Column for storing players lastlogins
  44. mySQLColumnLastLogin: lastlogin
  45. # Column storing the registration date
  46. mySQLColumnRegisterDate: regdate
  47. # Column for storing the IP address at the time of registration
  48. mySQLColumnRegisterIp: regip
  49. # Column for storing player LastLocation - X
  50. mySQLlastlocX: x
  51. # Column for storing player LastLocation - Y
  52. mySQLlastlocY: y
  53. # Column for storing player LastLocation - Z
  54. mySQLlastlocZ: z
  55. # Column for storing player LastLocation - World Name
  56. mySQLlastlocWorld: world
  57. # Column for storing player LastLocation - Yaw
  58. mySQLlastlocYaw: yaw
  59. # Column for storing player LastLocation - Pitch
  60. mySQLlastlocPitch: pitch
  61. # Overrides the size of the DB Connection Pool, default = 10
  62. poolSize: 10
  63. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  64. # You should set this at least 30 seconds less than mysql server wait_timeout
  65. maxLifetime: 1800
  66. ExternalBoardOptions:
  67. # Column for storing players groups
  68. mySQLColumnGroup: ''
  69. # -1 means disabled. If you want that only activated players
  70. # can log into your server, you can set here the group number
  71. # of unactivated users, needed for some forum/CMS support
  72. nonActivedUserGroup: -1
  73. # Other MySQL columns where we need to put the username (case-sensitive)
  74. mySQLOtherUsernameColumns: []
  75. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  76. bCryptLog2Round: 10
  77. # phpBB table prefix defined during the phpBB installation process
  78. phpbbTablePrefix: phpbb_
  79. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  80. phpbbActivatedGroupId: 2
  81. # IP Board table prefix defined during the IP Board installation process
  82. IPBTablePrefix: ipb_
  83. # IP Board default group ID; 3 is the default registered group defined by IP Board
  84. IPBActivatedGroupId: 3
  85. # Xenforo table prefix defined during the Xenforo installation process
  86. XFTablePrefix: xf_
  87. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  88. XFActivatedGroupId: 2
  89. # Wordpress prefix defined during WordPress installation
  90. wordpressTablePrefix: wp_
  91. settings:
  92. sessions:
  93. # Do you want to enable the session feature?
  94. # If enabled, when a player authenticates successfully,
  95. # his IP and his nickname is saved.
  96. # The next time the player joins the server, if his IP
  97. # is the same as last time and the timeout hasn't
  98. # expired, he will not need to authenticate.
  99. enabled: false
  100. # After how many minutes should a session expire?
  101. # A player's session ends after the timeout or if his IP has changed
  102. timeout: 10
  103. # Message language, available languages:
  104. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  105. messagesLanguage: en
  106. # Forces authme to hook into Vault instead of a specific permission handler system.
  107. forceVaultHook: false
  108. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  109. # FINE for some additional detailed ones (like password failed),
  110. # and DEBUG for debugging
  111. logLevel: FINE
  112. # By default we schedule async tasks when talking to the database. If you want
  113. # typical communication with the database to happen synchronously, set this to false
  114. useAsyncTasks: true
  115. # By default we handle the AsyncPlayerPreLoginEvent which makes the plugin faster
  116. # but it is incompatible with any permission plugin not included in our compatibility list.
  117. # If you have issues with permission checks on player join please disable this option.
  118. useAsyncPreLoginEvent: true
  119. restrictions:
  120. # Can not authenticated players chat?
  121. # Keep in mind that this feature also blocks all commands not
  122. # listed in the list below.
  123. allowChat: false
  124. # Hide the chat log from players who are not authenticated?
  125. hideChat: false
  126. # Allowed commands for unauthenticated players
  127. allowCommands:
  128. - /login
  129. - /register
  130. - /l
  131. - /reg
  132. - /email
  133. - /captcha
  134. - /2fa
  135. - /totp
  136. # Max number of allowed registrations per IP
  137. # The value 0 means an unlimited number of registrations!
  138. maxRegPerIp: 1
  139. # Minimum allowed username length
  140. minNicknameLength: 3
  141. # Maximum allowed username length
  142. maxNicknameLength: 16
  143. # When this setting is enabled, online players can't be kicked out
  144. # due to "Logged in from another Location"
  145. # This setting will prevent potential security exploits.
  146. ForceSingleSession: true
  147. ForceSpawnLocOnJoin:
  148. # If enabled, every player that spawn in one of the world listed in
  149. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  150. # authentication. The quit location of the player will be overwritten.
  151. # This is different from "teleportUnAuthedToSpawn" that teleport player
  152. # to the spawnpoint on join.
  153. enabled: false
  154. # WorldNames where we need to force the spawn location
  155. # Case-sensitive!
  156. worlds:
  157. - world
  158. - world_nether
  159. - world_the_end
  160. # This option will save the quit location of the players.
  161. SaveQuitLocation: false
  162. # To activate the restricted user feature you need
  163. # to enable this option and configure the AllowedRestrictedUser field.
  164. AllowRestrictedUser: false
  165. # The restricted user feature will kick players listed below
  166. # if they don't match the defined IP address. Names are case-insensitive.
  167. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  168. # Example:
  169. # AllowedRestrictedUser:
  170. # - playername;127.0.0.1
  171. # - playername;regex:127\.0\.0\..*
  172. AllowedRestrictedUser: []
  173. # Ban unknown IPs trying to log in with a restricted username?
  174. banUnsafedIP: false
  175. # Should unregistered players be kicked immediately?
  176. kickNonRegistered: false
  177. # Should players be kicked on wrong password?
  178. kickOnWrongPassword: true
  179. # Should not logged in players be teleported to the spawn?
  180. # After the authentication they will be teleported back to
  181. # their normal position.
  182. teleportUnAuthedToSpawn: false
  183. # Can unregistered players walk around?
  184. allowMovement: false
  185. # After how many seconds should players who fail to login or register
  186. # be kicked? Set to 0 to disable.
  187. timeout: 30
  188. # Regex pattern of allowed characters in the player name.
  189. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  190. # How far can unregistered players walk?
  191. # Set to 0 for unlimited radius
  192. allowedMovementRadius: 100
  193. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  194. ProtectInventoryBeforeLogIn: true
  195. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  196. DenyTabCompleteBeforeLogin: false
  197. # Should we display all other accounts from a player when he joins?
  198. # permission: /authme.admin.accounts
  199. displayOtherAccounts: true
  200. # Spawn priority; values: authme, essentials, cmi, multiverse, default
  201. spawnPriority: authme,essentials,cmi,multiverse,default
  202. # Maximum Login authorized by IP
  203. maxLoginPerIp: 0
  204. # Maximum Join authorized by IP
  205. maxJoinPerIp: 0
  206. # AuthMe will NEVER teleport players if set to true!
  207. noTeleport: false
  208. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  209. # characters, which is what we recommend. See also http://asciitable.com
  210. # You can test your regex with https://regex101.com
  211. allowedPasswordCharacters: '[!-~]*'
  212. GameMode:
  213. # Force survival gamemode when player joins?
  214. ForceSurvivalMode: false
  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. # Below you can list all inventories names that AuthMe will ignore
  225. # for registration or login. Configure it at your own risk!!
  226. # This option adds compatibility with some mods.
  227. # It is case-insensitive! Example:
  228. # UnrestrictedInventories:
  229. # - 'myCustomInventory1'
  230. # - 'myCustomInventory2'
  231. UnrestrictedInventories: []
  232. security:
  233. # Minimum length of password
  234. minPasswordLength: 5
  235. # Maximum length of password
  236. passwordMaxLength: 30
  237. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  238. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  239. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  240. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  241. # If you use ARGON2, check that you have the argon2 c library on your system
  242. passwordHash: SHA256
  243. # If a password check fails, AuthMe will also try to check with the following hash methods.
  244. # Use this setting when you change from one hash method to another.
  245. # AuthMe will update the password to the new hash. Example:
  246. # legacyHashes:
  247. # - 'SHA1'
  248. legacyHashes: []
  249. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  250. doubleMD5SaltLength: 8
  251. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  252. pbkdf2Rounds: 10000
  253. # Prevent unsafe passwords from being used; put them in lowercase!
  254. # You should always set 'help' as unsafePassword due to possible conflicts.
  255. # unsafePasswords:
  256. # - '123456'
  257. # - 'password'
  258. # - 'help'
  259. unsafePasswords:
  260. - '123456'
  261. - password
  262. - qwerty
  263. - '12345'
  264. - '54321'
  265. - '123456789'
  266. - help
  267. registration:
  268. # Enable registration on the server?
  269. enabled: true
  270. # Send every X seconds a message to a player to
  271. # remind him that he has to login/register
  272. messageInterval: 5
  273. # Only registered and logged in players can play.
  274. # See restrictions for exceptions
  275. force: true
  276. # Type of registration: PASSWORD or EMAIL
  277. # PASSWORD = account is registered with a password supplied by the user;
  278. # EMAIL = password is generated and sent to the email provided by the user.
  279. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  280. type: PASSWORD
  281. # Second argument the /register command should take: NONE = no 2nd argument
  282. # CONFIRMATION = must repeat first argument (pass or email)
  283. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  284. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  285. secondArg: CONFIRMATION
  286. # Do we force kick a player after a successful registration?
  287. # Do not use with login feature below
  288. forceKickAfterRegister: false
  289. # Does AuthMe need to enforce a /login after a successful registration?
  290. forceLoginAfterRegister: false
  291. # Enable to display the welcome message (welcome.txt) after a login
  292. # You can use colors in this welcome.txt + some replaced strings:
  293. # {PLAYER}: player name, {ONLINE}: display number of online players,
  294. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  295. # {WORLD}: player current world, {SERVER}: server name
  296. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  297. useWelcomeMessage: true
  298. # Broadcast the welcome message to the server or only to the player?
  299. # set true for server or false for player
  300. broadcastWelcomeMessage: false
  301. # Should we delay the join message and display it once the player has logged in?
  302. delayJoinMessage: false
  303. # The custom join message that will be sent after a successful login,
  304. # keep empty to use the original one.
  305. # Available variables:
  306. # {PLAYERNAME}: the player name (no colors)
  307. # {DISPLAYNAME}: the player display name (with colors)
  308. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  309. customJoinMessage: ''
  310. # Should we remove the leave messages of unlogged users?
  311. removeUnloggedLeaveMessage: false
  312. # Should we remove join messages altogether?
  313. removeJoinMessage: false
  314. # Should we remove leave messages altogether?
  315. removeLeaveMessage: false
  316. # Do we need to add potion effect Blinding before login/reigster?
  317. applyBlindEffect: false
  318. # Do we need to prevent people to login with another case?
  319. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  320. preventOtherCase: true
  321. GroupOptions:
  322. # Enables switching a player to defined permission groups before they log in.
  323. # See below for a detailed explanation.
  324. enablePermissionCheck: false
  325. # This is a very important option: if a registered player joins the server
  326. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  327. # You can set up your permission plugin with this special group to have no permissions,
  328. # or only permission to chat (or permission to send private messages etc.).
  329. # The better way is to set up this group with few permissions, so if a player
  330. # tries to exploit an account they can do only what you've defined for the group.
  331. # After login, the player will be moved to his correct permissions group!
  332. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  333. # Otherwise your group will be wiped and the player will join in the default group []!
  334. # Example: registeredPlayerGroup: 'NotLogged'
  335. registeredPlayerGroup: ''
  336. # Similar to above, unregistered players can be set to the following
  337. # permissions group
  338. unregisteredPlayerGroup: ''
  339. Email:
  340. # Email SMTP server host
  341. mailSMTP: smtp.gmail.com
  342. # Email SMTP server port
  343. mailPort: 465
  344. # Only affects port 25: enable TLS/STARTTLS?
  345. useTls: true
  346. # Email account which sends the mails
  347. mailAccount: 'myMail'
  348. # Email account password
  349. mailPassword: 'myPassword'
  350. # Email address, fill when mailAccount is not the email address of the account
  351. mailAddress: ''
  352. # Custom sender name, replacing the mailAccount name in the email
  353. mailSenderName: 'Support Minecraft.Wtfcs.Ro'
  354. # Recovery password length
  355. RecoveryPasswordLength: 8
  356. # Mail Subject
  357. mailSubject: Recuperare parolฤƒ wtfcs.ro (Minecraft)
  358. # Like maxRegPerIP but with email
  359. maxRegPerEmail: 1
  360. # Recall players to add an email?
  361. recallPlayers: false
  362. # Delay in minute for the recall scheduler
  363. delayRecall: 5
  364. # Blacklist these domains for emails
  365. emailBlacklisted:
  366. - 10minutemail.com
  367. # Whitelist ONLY these domains for emails
  368. emailWhitelisted: []
  369. # Send the new password drawn in an image?
  370. generateImage: false
  371. # The OAuth2 token
  372. emailOauth2Token: ''
  373. Hooks:
  374. # Do we need to hook with multiverse for spawn checking?
  375. multiverse: true
  376. # Do we need to hook with BungeeCord?
  377. bungeecord: false
  378. # Send player to this BungeeCord server after register/login
  379. sendPlayerTo: ''
  380. # Do we need to disable Essentials SocialSpy on join?
  381. disableSocialSpy: false
  382. # Do we need to force /motd Essentials command on join?
  383. useEssentialsMotd: false
  384. Protection:
  385. # Enable some servers protection (country based login, antibot)
  386. enableProtection: false
  387. # Apply the protection also to registered usernames
  388. enableProtectionRegistered: true
  389. # Countries allowed to join the server and register. For country codes, see
  390. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  391. # Use "LOCALHOST" for local addresses.
  392. # PLEASE USE QUOTES!
  393. countries:
  394. - US
  395. - GB
  396. - LOCALHOST
  397. # Countries not allowed to join the server and register
  398. # PLEASE USE QUOTES!
  399. countriesBlacklist:
  400. - A1
  401. # Do we need to enable automatic antibot system?
  402. enableAntiBot: true
  403. # The interval in seconds
  404. antiBotInterval: 5
  405. # Max number of players allowed to login in the interval
  406. # before the AntiBot system is enabled automatically
  407. antiBotSensibility: 10
  408. # Duration in minutes of the antibot automatic system
  409. antiBotDuration: 10
  410. # Delay in seconds before the antibot activation
  411. antiBotDelay: 60
  412. quickCommands:
  413. # Kicks the player that issued a command before the defined time after the join process
  414. denyCommandsBeforeMilliseconds: 1000
  415. Purge:
  416. # If enabled, AuthMe automatically purges old, unused accounts
  417. useAutoPurge: false
  418. # Number of days after which an account should be purged
  419. daysBeforeRemovePlayer: 60
  420. # Do we need to remove the player.dat file during purge process?
  421. removePlayerDat: false
  422. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  423. removeEssentialsFile: false
  424. # World in which the players.dat are stored
  425. defaultWorld: world
  426. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  427. removeLimitedCreativesInventories: false
  428. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  429. removeAntiXRayFile: false
  430. # Do we need to remove permissions?
  431. removePermissions: false
  432. Security:
  433. SQLProblem:
  434. # Stop the server if we can't contact the sql database
  435. # Take care with this, if you set this to false,
  436. # AuthMe will automatically disable and the server won't be protected!
  437. stopServer: true
  438. console:
  439. # Copy AuthMe log output in a separate file as well?
  440. logConsole: true
  441. captcha:
  442. # Enable captcha when a player uses wrong password too many times
  443. useCaptcha: false
  444. # Max allowed tries before a captcha is required
  445. maxLoginTry: 5
  446. # Captcha length
  447. captchaLength: 5
  448. # Minutes after which login attempts count is reset for a player
  449. captchaCountReset: 60
  450. # Require captcha before a player may register?
  451. requireForRegistration: false
  452. tempban:
  453. # Tempban a user's IP address if they enter the wrong password too many times
  454. enableTempban: false
  455. # How many times a user can attempt to login before their IP being tempbanned
  456. maxLoginTries: 10
  457. # The length of time a IP address will be tempbanned in minutes
  458. # Default: 480 minutes, or 8 hours
  459. tempbanLength: 480
  460. # How many minutes before resetting the count for failed logins by IP and username
  461. # Default: 480 minutes (8 hours)
  462. minutesBeforeCounterReset: 480
  463. # The command to execute instead of using the internal ban system, empty if disabled.
  464. # Available placeholders: %player%, %ip%
  465. customCommand: ''
  466. recoveryCode:
  467. # Number of characters a recovery code should have (0 to disable)
  468. length: 8
  469. # How many hours is a recovery code valid for?
  470. validForHours: 4
  471. # Max number of tries to enter recovery code
  472. maxTries: 3
  473. # How long a player has after password recovery to change their password
  474. # without logging in. This is in minutes.
  475. # Default: 2 minutes
  476. passwordChangeTimeout: 2
  477. emailRecovery:
  478. # Seconds a user has to wait for before a password recovery mail may be sent again
  479. # This prevents an attacker from abusing AuthMe's email feature.
  480. cooldown: 60
  481. privacy:
  482. # The mail shown using /email show will be partially hidden
  483. # E.g. (if enabled)
  484. # original email: my.email@example.com
  485. # hidden email: my.***@***mple.com
  486. enableEmailMasking: false
  487. # Minutes after which a verification code will expire
  488. verificationCodeExpiration: 10
  489. # Before a user logs in, various properties are temporarily removed from the player,
  490. # such as OP status, ability to fly, and walk/fly speed.
  491. # Once the user is logged in, we add back the properties we previously saved.
  492. # In this section, you may define how these properties should be handled.
  493. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  494. limbo:
  495. persistence:
  496. # Besides storing the data in memory, you can define if/how the data should be persisted
  497. # on disk. This is useful in case of a server crash, so next time the server starts we can
  498. # properly restore things like OP status, ability to fly, and walk/fly speed.
  499. # DISABLED: no disk storage,
  500. # INDIVIDUAL_FILES: each player data in its own file,
  501. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  502. type: INDIVIDUAL_FILES
  503. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  504. # persistence attempts to reduce the number of files by distributing players into various
  505. # buckets based on their UUID. This setting defines into how many files the players should
  506. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  507. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  508. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  509. # 6.25 players per file (100 / 16).
  510. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  511. # change this setting only on server restart, not with /authme reload.
  512. distributionSize: SIXTEEN
  513. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  514. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  515. # from modifying the 'allow flight' property on the player.
  516. restoreAllowFlight: RESTORE
  517. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  518. # RESTORE: restore the speed the player had;
  519. # DEFAULT: always set to default speed;
  520. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  521. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  522. restoreFlySpeed: RESTORE_NO_ZERO
  523. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  524. # See above for a description of the values.
  525. restoreWalkSpeed: RESTORE_NO_ZERO
  526. BackupSystem:
  527. # General configuration for backups: if false, no backups are possible
  528. ActivateBackup: false
  529. # Create backup at every start of server
  530. OnServerStart: false
  531. # Create backup at every stop of server
  532. OnServerStop: true
  533. # Windows only: MySQL installation path
  534. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  535. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  536. Converter:
  537. Rakamak:
  538. # Rakamak file name
  539. fileName: users.rak
  540. # Rakamak use IP?
  541. useIP: false
  542. # Rakamak IP file name
  543. ipFileName: UsersIp.rak
  544. CrazyLogin:
  545. # CrazyLogin database file name
  546. fileName: accounts.db
  547. loginSecurity:
  548. # LoginSecurity: convert from SQLite; if false we use MySQL
  549. useSqlite: true
  550. mySql:
  551. # LoginSecurity MySQL: database host
  552. host: ''
  553. # LoginSecurity MySQL: database name
  554. database: ''
  555. # LoginSecurity MySQL: database user
  556. user: ''
  557. # LoginSecurity MySQL: password for database user
  558. password: ''
Add Comment
Please, Sign In to add comment