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  1.  
  2. DataSource:
  3. # What type of database do you want to use?
  4. # Valid values: SQLITE, MYSQL
  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 emails
  32. mySQLColumnEmail: 'email'
  33. # Column for storing if a player is logged in or not
  34. mySQLColumnLogged: 'isLogged'
  35. # Column for storing if a player has a valid session or not
  36. mySQLColumnHasSession: 'hasSession'
  37. # Column for storing the player's last IP
  38. mySQLColumnIp: 'ip'
  39. # Column for storing players lastlogins
  40. mySQLColumnLastLogin: 'lastlogin'
  41. # Column storing the registration date
  42. mySQLColumnRegisterDate: 'regdate'
  43. # Column for storing the IP address at the time of registration
  44. mySQLColumnRegisterIp: 'regip'
  45. # Column for storing player LastLocation - X
  46. mySQLlastlocX: 'x'
  47. # Column for storing player LastLocation - Y
  48. mySQLlastlocY: 'y'
  49. # Column for storing player LastLocation - Z
  50. mySQLlastlocZ: 'z'
  51. # Column for storing player LastLocation - World Name
  52. mySQLlastlocWorld: 'world'
  53. # Column for storing player LastLocation - Yaw
  54. mySQLlastlocYaw: 'yaw'
  55. # Column for storing player LastLocation - Pitch
  56. mySQLlastlocPitch: 'pitch'
  57. # Overrides the size of the DB Connection Pool, -1 = Auto
  58. poolSize: -1
  59. # The maximum lifetime of a connection in the pool, default = 1800 seconds
  60. # You should set this at least 30 seconds less than mysql server wait_timeout
  61. maxLifetime: 1800
  62. ExternalBoardOptions:
  63. # Column for storing players passwords salts
  64. mySQLColumnSalt: ''
  65. # Column for storing players groups
  66. mySQLColumnGroup: ''
  67. # -1 means disabled. If you want that only activated players
  68. # can log into your server, you can set here the group number
  69. # of unactivated users, needed for some forum/CMS support
  70. nonActivedUserGroup: -1
  71. # Other MySQL columns where we need to put the username (case-sensitive)
  72. mySQLOtherUsernameColumns: []
  73. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  74. bCryptLog2Round: 10
  75. # phpBB table prefix defined during the phpBB installation process
  76. phpbbTablePrefix: 'phpbb_'
  77. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  78. phpbbActivatedGroupId: 2
  79. # IP Board table prefix defined during the IP Board installation process
  80. IPBTablePrefix: 'ipb_'
  81. # IP Board default group ID; 3 is the default registered group defined by IP Board
  82. IPBActivatedGroupId: 3
  83. # Xenforo table prefix defined during the Xenforo installation process
  84. XFTablePrefix: 'xf_'
  85. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  86. XFActivatedGroupId: 2
  87. # Wordpress prefix defined during WordPress installation
  88. wordpressTablePrefix: 'wp_'
  89. settings:
  90. sessions:
  91. # Do you want to enable the session feature?
  92. # If enabled, when a player authenticates successfully,
  93. # his IP and his nickname is saved.
  94. # The next time the player joins the server, if his IP
  95. # is the same as last time and the timeout hasn't
  96. # expired, he will not need to authenticate.
  97. enabled: true
  98. # After how many minutes should a session expire?
  99. # A player's session ends after the timeout or if his IP has changed
  100. timeout: 30
  101. # Message language, available languages:
  102. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  103. messagesLanguage: 'en'
  104. # Forces authme to hook into Vault instead of a specific permission handler system.
  105. forceVaultHook: false
  106. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  107. # FINE for some additional detailed ones (like password failed),
  108. # and DEBUG for debugging
  109. logLevel: 'FINE'
  110. # By default we schedule async tasks when talking to the database. If you want
  111. # typical communication with the database to happen synchronously, set this to false
  112. useAsyncTasks: true
  113. # By default we handle the AsyncPlayerPreLoginEvent which makes the plugin faster
  114. # but it is incompatible with any permission plugin not included in our compatibility list.
  115. # If you have issues with permission checks on player join please disable this option.
  116. useAsyncPreLoginEvent: true
  117. restrictions:
  118. # Can not authenticated players chat?
  119. # Keep in mind that this feature also blocks all commands not
  120. # listed in the list below.
  121. allowChat: false
  122. # Hide the chat log from players who are not authenticated?
  123. hideChat: false
  124. # Allowed commands for unauthenticated players
  125. allowCommands:
  126. - '/login'
  127. - '/register'
  128. - '/l'
  129. - '/reg'
  130. # Max number of allowed registrations per IP
  131. # The value 0 means an unlimited number of registrations!
  132. maxRegPerIp: 2
  133. # Minimum allowed username length
  134. minNicknameLength: 5
  135. # Maximum allowed username length
  136. maxNicknameLength: 20
  137. # When this setting is enabled, online players can't be kicked out
  138. # due to "Logged in from another Location"
  139. # This setting will prevent potential security exploits.
  140. ForceSingleSession: true
  141. ForceSpawnLocOnJoin:
  142. # If enabled, every player that spawn in one of the world listed in
  143. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  144. # authentication. The quit location of the player will be overwritten.
  145. # This is different from "teleportUnAuthedToSpawn" that teleport player
  146. # to the spawnpoint on join.
  147. enabled: false
  148. # WorldNames where we need to force the spawn location
  149. # Case-sensitive!
  150. worlds:
  151. - 'world'
  152. - 'world_nether'
  153. - 'world_the_end'
  154. # This option will save the quit location of the players.
  155. SaveQuitLocation: false
  156. # To activate the restricted user feature you need
  157. # to enable this option and configure the AllowedRestrictedUser field.
  158. AllowRestrictedUser: false
  159. # The restricted user feature will kick players listed below
  160. # if they don't match the defined IP address. Names are case-insensitive.
  161. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  162. # Example:
  163. # AllowedRestrictedUser:
  164. # - playername;127.0.0.1
  165. # - playername;regex:127\.0\.0\..*
  166. AllowedRestrictedUser: []
  167. # Ban unknown IPs trying to log in with a restricted username?
  168. banUnsafedIP: false
  169. # Should unregistered players be kicked immediately?
  170. kickNonRegistered: true
  171. # Should players be kicked on wrong password?
  172. kickOnWrongPassword: false
  173. # Should not logged in players be teleported to the spawn?
  174. # After the authentication they will be teleported back to
  175. # their normal position.
  176. teleportUnAuthedToSpawn: false
  177. # Can unregistered players walk around?
  178. allowMovement: false
  179. # After how many seconds should players who fail to login or register
  180. # be kicked? Set to 0 to disable.
  181. timeout: 20
  182. # Regex pattern of allowed characters in the player name.
  183. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  184. # How far can unregistered players walk?
  185. # Set to 0 for unlimited radius
  186. allowedMovementRadius: 100
  187. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  188. ProtectInventoryBeforeLogIn: true
  189. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  190. DenyTabCompleteBeforeLogin: false
  191. # Should we display all other accounts from a player when he joins?
  192. # permission: /authme.admin.accounts
  193. displayOtherAccounts: true
  194. # Spawn priority; values: authme, essentials, multiverse, default
  195. spawnPriority: 'authme,essentials,multiverse,default'
  196. # Maximum Login authorized by IP
  197. maxLoginPerIp: 0
  198. # Maximum Join authorized by IP
  199. maxJoinPerIp: 0
  200. # AuthMe will NEVER teleport players if set to true!
  201. noTeleport: false
  202. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  203. # characters, which is what we recommend. See also http://asciitable.com
  204. # You can test your regex with https://regex101.com
  205. allowedPasswordCharacters: '[!-~]*'
  206. # Threshold of the other accounts command, a value less than 2 means disabled.
  207. otherAccountsCmdThreshold: 0
  208. # Command to run when a user has more accounts than the configured threshold.
  209. # Available variables: %playername%, %playerip%
  210. otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
  211. GameMode:
  212. # Force survival gamemode when player joins?
  213. ForceSurvivalMode: false
  214. unrestrictions:
  215. # Below you can list all account names that AuthMe will ignore
  216. # for registration or login. Configure it at your own risk!!
  217. # This option adds compatibility with BuildCraft and some other mods.
  218. # It is case-insensitive! Example:
  219. # UnrestrictedName:
  220. # - 'npcPlayer'
  221. # - 'npcPlayer2'
  222. UnrestrictedName: []
  223. security:
  224. # Minimum length of password
  225. minPasswordLength: 5
  226. # Maximum length of password
  227. passwordMaxLength: 30
  228. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  229. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  230. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  231. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  232. # If you use ARGON2, check that you have the argon2 c library on your system
  233. passwordHash: 'SHA256'
  234. # If a password check fails, AuthMe will also try to check with the following hash methods.
  235. # Use this setting when you change from one hash method to another.
  236. # AuthMe will update the password to the new hash. Example:
  237. # legacyHashes:
  238. # - 'SHA1'
  239. legacyHashes: []
  240. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  241. doubleMD5SaltLength: 8
  242. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  243. pbkdf2Rounds: 10000
  244. # Prevent unsafe passwords from being used; put them in lowercase!
  245. # You should always set 'help' as unsafePassword due to possible conflicts.
  246. # unsafePasswords:
  247. # - '12345'
  248. # - '123456'
  249. # - '1234567'
  250. # - '12345678'
  251. # - '123456789'
  252. # - '1234567890'
  253. # - '0987654321'
  254. # - '987654321'
  255. # - '87654321'
  256. # - '7654321'
  257. # - '654321'
  258. # - '54321'
  259. # - 'qwerty'
  260. # - 'qwerty123'
  261. # - 'qweasdzxc'
  262. # - 'qweasdzxc123'
  263. # - 'parol'
  264. # - 'parol123'
  265. unsafePasswords:
  266. - '12345'
  267. - '123456'
  268. - '1234567'
  269. - '12345678'
  270. - '123456789'
  271. - '1234567890'
  272. - '0987654321'
  273. - '987654321'
  274. - '87654321'
  275. - '7654321'
  276. - '654321'
  277. - '54321'
  278. - 'qwerty'
  279. - 'qwerty123'
  280. - 'qweasdzxc'
  281. - 'qweasdzxc123'
  282. - 'parol'
  283. - 'parol123'
  284. registration:
  285. # Enable registration on the server?
  286. enabled: true
  287. # Send every X seconds a message to a player to
  288. # remind him that he has to login/register
  289. messageInterval: 5
  290. # Only registered and logged in players can play.
  291. # See restrictions for exceptions
  292. force: false
  293. # Type of registration: PASSWORD or EMAIL
  294. # PASSWORD = account is registered with a password supplied by the user;
  295. # EMAIL = password is generated and sent to the email provided by the user.
  296. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  297. type: 'PASSWORD'
  298. # Second argument the /register command should take: NONE = no 2nd argument
  299. # CONFIRMATION = must repeat first argument (pass or email)
  300. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  301. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  302. secondArg: 'CONFIRMATION'
  303. # Do we force kick a player after a successful registration?
  304. # Do not use with login feature below
  305. forceKickAfterRegister: false
  306. # Does AuthMe need to enforce a /login after a successful registration?
  307. forceLoginAfterRegister: false
  308. # Enable to display the welcome message (welcome.txt) after a login
  309. # You can use colors in this welcome.txt + some replaced strings:
  310. # {PLAYER}: player name, {ONLINE}: display number of online players,
  311. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  312. # {WORLD}: player current world, {SERVER}: server name
  313. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  314. useWelcomeMessage: true
  315. # Broadcast the welcome message to the server or only to the player?
  316. # set true for server or false for player
  317. broadcastWelcomeMessage: false
  318. # Should we delay the join message and display it once the player has logged in?
  319. delayJoinMessage: false
  320. # The custom join message that will be sent after a successful login,
  321. # keep empty to use the original one.
  322. # Available variables:
  323. # {PLAYERNAME}: the player name (no colors)
  324. # {DISPLAYNAME}: the player display name (with colors)
  325. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  326. customJoinMessage: ''
  327. # Should we remove the leave messages of unlogged users?
  328. removeUnloggedLeaveMessage: false
  329. # Should we remove join messages altogether?
  330. removeJoinMessage: true
  331. # Should we remove leave messages altogether?
  332. removeLeaveMessage: true
  333. # Do we need to add potion effect Blinding before login/reigster?
  334. applyBlindEffect: false
  335. # Do we need to prevent people to login with another case?
  336. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  337. preventOtherCase: true
  338. GroupOptions:
  339. # Enables switching a player to defined permission groups before they log in.
  340. # See below for a detailed explanation.
  341. enablePermissionCheck: false
  342. # This is a very important option: if a registered player joins the server
  343. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  344. # You can set up your permission plugin with this special group to have no permissions,
  345. # or only permission to chat (or permission to send private messages etc.).
  346. # The better way is to set up this group with few permissions, so if a player
  347. # tries to exploit an account they can do only what you've defined for the group.
  348. # After login, the player will be moved to his correct permissions group!
  349. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  350. # Otherwise your group will be wiped and the player will join in the default group []!
  351. # Example: registeredPlayerGroup: 'NotLogged'
  352. registeredPlayerGroup: ''
  353. # Similar to above, unregistered players can be set to the following
  354. # permissions group
  355. unregisteredPlayerGroup: ''
  356. Email:
  357. # Email SMTP server host
  358. mailSMTP: 'smtp.gmail.com'
  359. # Email SMTP server port
  360. mailPort: 465
  361. # Only affects port 25: enable TLS/STARTTLS?
  362. useTls: true
  363. # Email account which sends the mails
  364. mailAccount: ''
  365. # Email account password
  366. mailPassword: ''
  367. # Email address, fill when mailAccount is not the email address of the account
  368. mailAddress: ''
  369. # Custom sender name, replacing the mailAccount name in the email
  370. mailSenderName: ''
  371. # Recovery password length
  372. RecoveryPasswordLength: 8
  373. # Mail Subject
  374. mailSubject: 'Your new AuthMe password'
  375. # Like maxRegPerIP but with email
  376. maxRegPerEmail: 1
  377. # Recall players to add an email?
  378. recallPlayers: false
  379. # Delay in minute for the recall scheduler
  380. delayRecall: 5
  381. # Blacklist these domains for emails
  382. emailBlacklisted:
  383. - '10minutemail.com'
  384. # Whitelist ONLY these domains for emails
  385. emailWhitelisted: []
  386. # Send the new password drawn in an image?
  387. generateImage: false
  388. # The OAuth2 token
  389. emailOauth2Token: ''
  390. Hooks:
  391. # Do we need to hook with multiverse for spawn checking?
  392. multiverse: true
  393. # Do we need to hook with BungeeCord?
  394. bungeecord: false
  395. # Send player to this BungeeCord server after register/login
  396. sendPlayerTo: ''
  397. # Do we need to disable Essentials SocialSpy on join?
  398. disableSocialSpy: false
  399. # Do we need to force /motd Essentials command on join?
  400. useEssentialsMotd: false
  401. Protection:
  402. # Enable some servers protection (country based login, antibot)
  403. enableProtection: false
  404. # Apply the protection also to registered usernames
  405. enableProtectionRegistered: false
  406. # Countries allowed to join the server and register. For country codes, see
  407. # http://dev.maxmind.com/geoip/legacy/codes/iso3166/
  408. # PLEASE USE QUOTES!
  409. countries:
  410. - 'RU'
  411. - 'UA'
  412. - 'KZ'
  413. - 'BY'
  414. # Countries not allowed to join the server and register
  415. # PLEASE USE QUOTES!
  416. countriesBlacklist:
  417. - 'EN'
  418.  
  419. # Do we need to enable automatic antibot system?
  420. enableAntiBot: true
  421. # The interval in seconds
  422. antiBotInterval: 5
  423. # Max number of players allowed to login in the interval
  424. # before the AntiBot system is enabled automatically
  425. antiBotSensibility: 3
  426. # Duration in minutes of the antibot automatic system
  427. antiBotDuration: 1
  428. # Delay in seconds before the antibot activation
  429. antiBotDelay: 60
  430. Purge:
  431. # If enabled, AuthMe automatically purges old, unused accounts
  432. useAutoPurge: false
  433. # Number of days after which an account should be purged
  434. daysBeforeRemovePlayer: 60
  435. # Do we need to remove the player.dat file during purge process?
  436. removePlayerDat: false
  437. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  438. removeEssentialsFile: false
  439. # World in which the players.dat are stored
  440. defaultWorld: 'world'
  441. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  442. removeLimitedCreativesInventories: false
  443. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  444. removeAntiXRayFile: false
  445. # Do we need to remove permissions?
  446. removePermissions: false
  447. Security:
  448. SQLProblem:
  449. # Stop the server if we can't contact the sql database
  450. # Take care with this, if you set this to false,
  451. # AuthMe will automatically disable and the server won't be protected!
  452. stopServer: true
  453. console:
  454. # Remove passwords from console?
  455. removePassword: true
  456. # Copy AuthMe log output in a separate file as well?
  457. logConsole: true
  458. captcha:
  459. # Enable captcha when a player uses wrong password too many times
  460. useCaptcha: false
  461. # Max allowed tries before a captcha is required
  462. maxLoginTry: 5
  463. # Captcha length
  464. captchaLength: 5
  465. # Minutes after which login attempts count is reset for a player
  466. captchaCountReset: 60
  467. tempban:
  468. # Tempban a user's IP address if they enter the wrong password too many times
  469. enableTempban: true
  470. # How many times a user can attempt to login before their IP being tempbanned
  471. maxLoginTries: 5
  472. # The length of time a IP address will be tempbanned in minutes
  473. # Default: 480 minutes, or 8 hours
  474. tempbanLength: 30
  475. # How many minutes before resetting the count for failed logins by IP and username
  476. # Default: 480 minutes (8 hours)
  477. minutesBeforeCounterReset: 30
  478. # The command to execute instead of using the internal ban system, empty if disabled.
  479. # Available placeholders: %player%, %ip%
  480. customCommand: ''
  481. recoveryCode:
  482. # Number of characters a recovery code should have (0 to disable)
  483. length: 8
  484. # How many hours is a recovery code valid for?
  485. validForHours: 4
  486. # Max number of tries to enter recovery code
  487. maxTries: 3
  488. # How long a player has after password recovery to change their password
  489. # without logging in. This is in minutes.
  490. # Default: 2 minutes
  491. passwordChangeTimeout: 2
  492. emailRecovery:
  493. # Seconds a user has to wait for before a password recovery mail may be sent again
  494. # This prevents an attacker from abusing AuthMe's email feature.
  495. cooldown: 60
  496. privacy:
  497. # The mail shown using /email show will be partially hidden
  498. # E.g. (if enabled)
  499. # original email: my.email@example.com
  500. # hidden email: my.***@***mple.com
  501. enableEmailMasking: false
  502. # Minutes after which a verification code will expire
  503. verificationCodeExpiration: 10
  504. # Before a user logs in, various properties are temporarily removed from the player,
  505. # such as OP status, ability to fly, and walk/fly speed.
  506. # Once the user is logged in, we add back the properties we previously saved.
  507. # In this section, you may define how these properties should be handled.
  508. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  509. limbo:
  510. persistence:
  511. # Besides storing the data in memory, you can define if/how the data should be persisted
  512. # on disk. This is useful in case of a server crash, so next time the server starts we can
  513. # properly restore things like OP status, ability to fly, and walk/fly speed.
  514. # DISABLED: no disk storage,
  515. # INDIVIDUAL_FILES: each player data in its own file,
  516. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  517. type: 'INDIVIDUAL_FILES'
  518. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  519. # persistence attempts to reduce the number of files by distributing players into various
  520. # buckets based on their UUID. This setting defines into how many files the players should
  521. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  522. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  523. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  524. # 6.25 players per file (100 / 16).
  525. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  526. # change this setting only on server restart, not with /authme reload.
  527. distributionSize: 'SIXTEEN'
  528. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  529. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  530. # from modifying the 'allow flight' property on the player.
  531. restoreAllowFlight: 'RESTORE'
  532. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  533. # RESTORE: restore the speed the player had;
  534. # DEFAULT: always set to default speed;
  535. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  536. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  537. restoreFlySpeed: 'RESTORE_NO_ZERO'
  538. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  539. # See above for a description of the values.
  540. restoreWalkSpeed: 'RESTORE_NO_ZERO'
  541. BackupSystem:
  542. # General configuration for backups: if false, no backups are possible
  543. ActivateBackup: false
  544. # Create backup at every start of server
  545. OnServerStart: false
  546. # Create backup at every stop of server
  547. OnServerStop: true
  548. # Windows only: MySQL installation path
  549. MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\'
  550. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  551. Converter:
  552. Rakamak:
  553. # Rakamak file name
  554. fileName: 'users.rak'
  555. # Rakamak use IP?
  556. useIP: false
  557. # Rakamak IP file name
  558. ipFileName: 'UsersIp.rak'
  559. CrazyLogin:
  560. # CrazyLogin database file name
  561. fileName: 'accounts.db'
  562. loginSecurity:
  563. # LoginSecurity: convert from SQLite; if false we use MySQL
  564. useSqlite: true
  565. mySql:
  566. # LoginSecurity MySQL: database host
  567. host: ''
  568. # LoginSecurity MySQL: database name
  569. database: ''
  570. # LoginSecurity MySQL: database user
  571. user: ''
  572. # LoginSecurity MySQL: password for database user
  573. password: ''
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