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  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: root
  17. # Password to connect to the MySQL database
  18. mySQLPassword: pGvMHEsXWhWG7MwN
  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: true
  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: 60
  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. # Max number of allowed registrations per IP
  135. # The value 0 means an unlimited number of registrations!
  136. maxRegPerIp: 3
  137. # Minimum allowed username length
  138. minNicknameLength: 3
  139. # Maximum allowed username length
  140. maxNicknameLength: 16
  141. # When this setting is enabled, online players can't be kicked out
  142. # due to "Logged in from another Location"
  143. # This setting will prevent potential security exploits.
  144. ForceSingleSession: true
  145. ForceSpawnLocOnJoin:
  146. # If enabled, every player that spawn in one of the world listed in
  147. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  148. # authentication. The quit location of the player will be overwritten.
  149. # This is different from "teleportUnAuthedToSpawn" that teleport player
  150. # to the spawnpoint on join.
  151. enabled: false
  152. # WorldNames where we need to force the spawn location
  153. # Case-sensitive!
  154. worlds:
  155. - world
  156. - world_nether
  157. - world_the_end
  158. # This option will save the quit location of the players.
  159. SaveQuitLocation: false
  160. # To activate the restricted user feature you need
  161. # to enable this option and configure the AllowedRestrictedUser field.
  162. AllowRestrictedUser: false
  163. # The restricted user feature will kick players listed below
  164. # if they don't match the defined IP address. Names are case-insensitive.
  165. # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  166. # Example:
  167. # AllowedRestrictedUser:
  168. # - playername;127.0.0.1
  169. # - playername;regex:127\.0\.0\..*
  170. AllowedRestrictedUser: []
  171. # Ban unknown IPs trying to log in with a restricted username?
  172. banUnsafedIP: false
  173. # Should unregistered players be kicked immediately?
  174. kickNonRegistered: false
  175. # Should players be kicked on wrong password?
  176. kickOnWrongPassword: true
  177. # Should not logged in players be teleported to the spawn?
  178. # After the authentication they will be teleported back to
  179. # their normal position.
  180. teleportUnAuthedToSpawn: false
  181. # Can unregistered players walk around?
  182. allowMovement: false
  183. # After how many seconds should players who fail to login or register
  184. # be kicked? Set to 0 to disable.
  185. timeout: 30
  186. # Regex pattern of allowed characters in the player name.
  187. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  188. # How far can unregistered players walk?
  189. # Set to 0 for unlimited radius
  190. allowedMovementRadius: 100
  191. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  192. ProtectInventoryBeforeLogIn: true
  193. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  194. DenyTabCompleteBeforeLogin: false
  195. # Should we display all other accounts from a player when he joins?
  196. # permission: /authme.admin.accounts
  197. displayOtherAccounts: true
  198. # Spawn priority; values: authme, essentials, cmi, multiverse, default
  199. spawnPriority: authme,essentials,multiverse,default
  200. # Maximum Login authorized by IP
  201. maxLoginPerIp: 0
  202. # Maximum Join authorized by IP
  203. maxJoinPerIp: 0
  204. # AuthMe will NEVER teleport players if set to true!
  205. noTeleport: false
  206. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  207. # characters, which is what we recommend. See also http://asciitable.com
  208. # You can test your regex with https://regex101.com
  209. allowedPasswordCharacters: '[!-~]*'
  210. GameMode:
  211. # Force survival gamemode when player joins?
  212. ForceSurvivalMode: false
  213. unrestrictions:
  214. # Below you can list all account names that AuthMe will ignore
  215. # for registration or login. Configure it at your own risk!!
  216. # This option adds compatibility with BuildCraft and some other mods.
  217. # It is case-insensitive! Example:
  218. # UnrestrictedName:
  219. # - 'npcPlayer'
  220. # - 'npcPlayer2'
  221. UnrestrictedName: []
  222. # Below you can list all inventories names that AuthMe will ignore
  223. # for registration or login. Configure it at your own risk!!
  224. # This option adds compatibility with some mods.
  225. # It is case-insensitive! Example:
  226. # UnrestrictedInventories:
  227. # - 'myCustomInventory1'
  228. # - 'myCustomInventory2'
  229. UnrestrictedInventories: []
  230. security:
  231. # Minimum length of password
  232. minPasswordLength: 5
  233. # Maximum length of password
  234. passwordMaxLength: 30
  235. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  236. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  237. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  238. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  239. # If you use ARGON2, check that you have the argon2 c library on your system
  240. passwordHash: SHA256
  241. # If a password check fails, AuthMe will also try to check with the following hash methods.
  242. # Use this setting when you change from one hash method to another.
  243. # AuthMe will update the password to the new hash. Example:
  244. # legacyHashes:
  245. # - 'SHA1'
  246. legacyHashes: []
  247. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  248. doubleMD5SaltLength: 8
  249. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  250. pbkdf2Rounds: 10000
  251. # Prevent unsafe passwords from being used; put them in lowercase!
  252. # You should always set 'help' as unsafePassword due to possible conflicts.
  253. # unsafePasswords:
  254. # - '123456'
  255. # - 'password'
  256. # - 'help'
  257. unsafePasswords:
  258. - '123456'
  259. - password
  260. - qwerty
  261. - '12345'
  262. - '54321'
  263. - '123456789'
  264. - help
  265. registration:
  266. # Enable registration on the server?
  267. enabled: true
  268. # Send every X seconds a message to a player to
  269. # remind him that he has to login/register
  270. messageInterval: 5
  271. # Only registered and logged in players can play.
  272. # See restrictions for exceptions
  273. force: true
  274. # Type of registration: PASSWORD or EMAIL
  275. # PASSWORD = account is registered with a password supplied by the user;
  276. # EMAIL = password is generated and sent to the email provided by the user.
  277. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  278. type: PASSWORD
  279. # Second argument the /register command should take: NONE = no 2nd argument
  280. # CONFIRMATION = must repeat first argument (pass or email)
  281. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  282. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  283. secondArg: CONFIRMATION
  284. # Do we force kick a player after a successful registration?
  285. # Do not use with login feature below
  286. forceKickAfterRegister: false
  287. # Does AuthMe need to enforce a /login after a successful registration?
  288. forceLoginAfterRegister: true
  289. # Enable to display the welcome message (welcome.txt) after a login
  290. # You can use colors in this welcome.txt + some replaced strings:
  291. # {PLAYER}: player name, {ONLINE}: display number of online players,
  292. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  293. # {WORLD}: player current world, {SERVER}: server name
  294. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  295. useWelcomeMessage: false
  296. # Broadcast the welcome message to the server or only to the player?
  297. # set true for server or false for player
  298. broadcastWelcomeMessage: false
  299. # Should we delay the join message and display it once the player has logged in?
  300. delayJoinMessage: false
  301. # The custom join message that will be sent after a successful login,
  302. # keep empty to use the original one.
  303. # Available variables:
  304. # {PLAYERNAME}: the player name (no colors)
  305. # {DISPLAYNAME}: the player display name (with colors)
  306. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  307. customJoinMessage: ''
  308. # Should we remove the leave messages of unlogged users?
  309. removeUnloggedLeaveMessage: false
  310. # Should we remove join messages altogether?
  311. removeJoinMessage: false
  312. # Should we remove leave messages altogether?
  313. removeLeaveMessage: false
  314. # Do we need to add potion effect Blinding before login/reigster?
  315. applyBlindEffect: false
  316. # Do we need to prevent people to login with another case?
  317. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  318. preventOtherCase: true
  319. GroupOptions:
  320. # Enables switching a player to defined permission groups before they log in.
  321. # See below for a detailed explanation.
  322. enablePermissionCheck: false
  323. # This is a very important option: if a registered player joins the server
  324. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  325. # You can set up your permission plugin with this special group to have no permissions,
  326. # or only permission to chat (or permission to send private messages etc.).
  327. # The better way is to set up this group with few permissions, so if a player
  328. # tries to exploit an account they can do only what you've defined for the group.
  329. # After login, the player will be moved to his correct permissions group!
  330. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  331. # Otherwise your group will be wiped and the player will join in the default group []!
  332. # Example: registeredPlayerGroup: 'NotLogged'
  333. registeredPlayerGroup: ''
  334. # Similar to above, unregistered players can be set to the following
  335. # permissions group
  336. unregisteredPlayerGroup: ''
  337. Email:
  338. # Email SMTP server host
  339. mailSMTP: smtp.gmail.com
  340. # Email SMTP server port
  341. mailPort: 465
  342. # Only affects port 25: enable TLS/STARTTLS?
  343. useTls: true
  344. # Email account which sends the mails
  345. mailAccount: ''
  346. # Email account password
  347. mailPassword: ''
  348. # Email address, fill when mailAccount is not the email address of the account
  349. mailAddress: ''
  350. # Custom sender name, replacing the mailAccount name in the email
  351. mailSenderName: ''
  352. # Recovery password length
  353. RecoveryPasswordLength: 8
  354. # Mail Subject
  355. mailSubject: Your new AuthMe password
  356. # Like maxRegPerIP but with email
  357. maxRegPerEmail: 1
  358. # Recall players to add an email?
  359. recallPlayers: false
  360. # Delay in minute for the recall scheduler
  361. delayRecall: 5
  362. # Blacklist these domains for emails
  363. emailBlacklisted:
  364. - 10minutemail.com
  365. # Whitelist ONLY these domains for emails
  366. emailWhitelisted: []
  367. # Send the new password drawn in an image?
  368. generateImage: false
  369. # The OAuth2 token
  370. emailOauth2Token: ''
  371. Hooks:
  372. # Do we need to hook with multiverse for spawn checking?
  373. multiverse: true
  374. # Do we need to hook with BungeeCord?
  375. bungeecord: true
  376. # Send player to this BungeeCord server after register/login
  377. sendPlayerTo: ''
  378. # Do we need to disable Essentials SocialSpy on join?
  379. disableSocialSpy: false
  380. # Do we need to force /motd Essentials command on join?
  381. useEssentialsMotd: false
  382. Protection:
  383. # Enable some servers protection (country based login, antibot)
  384. enableProtection: false
  385. # Apply the protection also to registered usernames
  386. enableProtectionRegistered: true
  387. # Countries allowed to join the server and register. For country codes, see
  388. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  389. # Use "LOCALHOST" for local addresses.
  390. # PLEASE USE QUOTES!
  391. countries:
  392. - US
  393. - GB
  394. # Countries not allowed to join the server and register
  395. # PLEASE USE QUOTES!
  396. countriesBlacklist:
  397. - A1
  398. # Do we need to enable automatic antibot system?
  399. enableAntiBot: true
  400. # The interval in seconds
  401. antiBotInterval: 5
  402. # Max number of players allowed to login in the interval
  403. # before the AntiBot system is enabled automatically
  404. antiBotSensibility: 10
  405. # Duration in minutes of the antibot automatic system
  406. antiBotDuration: 2
  407. # Delay in seconds before the antibot activation
  408. antiBotDelay: 60
  409. quickCommands:
  410. # Kicks the player that issued a command before the defined time after the join process
  411. denyCommandsBeforeMilliseconds: 1000
  412. Purge:
  413. # If enabled, AuthMe automatically purges old, unused accounts
  414. useAutoPurge: false
  415. # Number of days after which an account should be purged
  416. daysBeforeRemovePlayer: 60
  417. # Do we need to remove the player.dat file during purge process?
  418. removePlayerDat: false
  419. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  420. removeEssentialsFile: false
  421. # World in which the players.dat are stored
  422. defaultWorld: world
  423. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  424. removeLimitedCreativesInventories: false
  425. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  426. removeAntiXRayFile: false
  427. # Do we need to remove permissions?
  428. removePermissions: false
  429. Security:
  430. SQLProblem:
  431. # Stop the server if we can't contact the sql database
  432. # Take care with this, if you set this to false,
  433. # AuthMe will automatically disable and the server won't be protected!
  434. stopServer: true
  435. console:
  436. # Copy AuthMe log output in a separate file as well?
  437. logConsole: true
  438. captcha:
  439. # Enable captcha when a player uses wrong password too many times
  440. useCaptcha: false
  441. # Max allowed tries before a captcha is required
  442. maxLoginTry: 5
  443. # Captcha length
  444. captchaLength: 5
  445. # Minutes after which login attempts count is reset for a player
  446. captchaCountReset: 60
  447. # Require captcha before a player may register?
  448. requireForRegistration: false
  449. tempban:
  450. # Tempban a user's IP address if they enter the wrong password too many times
  451. enableTempban: false
  452. # How many times a user can attempt to login before their IP being tempbanned
  453. maxLoginTries: 10
  454. # The length of time a IP address will be tempbanned in minutes
  455. # Default: 480 minutes, or 8 hours
  456. tempbanLength: 480
  457. # How many minutes before resetting the count for failed logins by IP and username
  458. # Default: 480 minutes (8 hours)
  459. minutesBeforeCounterReset: 480
  460. # The command to execute instead of using the internal ban system, empty if disabled.
  461. # Available placeholders: %player%, %ip%
  462. customCommand: ''
  463. recoveryCode:
  464. # Number of characters a recovery code should have (0 to disable)
  465. length: 8
  466. # How many hours is a recovery code valid for?
  467. validForHours: 4
  468. # Max number of tries to enter recovery code
  469. maxTries: 3
  470. # How long a player has after password recovery to change their password
  471. # without logging in. This is in minutes.
  472. # Default: 2 minutes
  473. passwordChangeTimeout: 2
  474. emailRecovery:
  475. # Seconds a user has to wait for before a password recovery mail may be sent again
  476. # This prevents an attacker from abusing AuthMe's email feature.
  477. cooldown: 60
  478. privacy:
  479. # The mail shown using /email show will be partially hidden
  480. # E.g. (if enabled)
  481. # original email: my.email@example.com
  482. # hidden email: my.***@***mple.com
  483. enableEmailMasking: false
  484. # Minutes after which a verification code will expire
  485. verificationCodeExpiration: 10
  486. # Before a user logs in, various properties are temporarily removed from the player,
  487. # such as OP status, ability to fly, and walk/fly speed.
  488. # Once the user is logged in, we add back the properties we previously saved.
  489. # In this section, you may define how these properties should be handled.
  490. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  491. limbo:
  492. persistence:
  493. # Besides storing the data in memory, you can define if/how the data should be persisted
  494. # on disk. This is useful in case of a server crash, so next time the server starts we can
  495. # properly restore things like OP status, ability to fly, and walk/fly speed.
  496. # DISABLED: no disk storage,
  497. # INDIVIDUAL_FILES: each player data in its own file,
  498. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  499. type: INDIVIDUAL_FILES
  500. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  501. # persistence attempts to reduce the number of files by distributing players into various
  502. # buckets based on their UUID. This setting defines into how many files the players should
  503. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  504. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  505. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  506. # 6.25 players per file (100 / 16).
  507. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  508. # change this setting only on server restart, not with /authme reload.
  509. distributionSize: SIXTEEN
  510. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  511. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  512. # from modifying the 'allow flight' property on the player.
  513. restoreAllowFlight: RESTORE
  514. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  515. # RESTORE: restore the speed the player had;
  516. # DEFAULT: always set to default speed;
  517. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  518. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  519. restoreFlySpeed: RESTORE_NO_ZERO
  520. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  521. # See above for a description of the values.
  522. restoreWalkSpeed: RESTORE_NO_ZERO
  523. BackupSystem:
  524. # General configuration for backups: if false, no backups are possible
  525. ActivateBackup: false
  526. # Create backup at every start of server
  527. OnServerStart: false
  528. # Create backup at every stop of server
  529. OnServerStop: true
  530. # Windows only: MySQL installation path
  531. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  532. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  533. Converter:
  534. Rakamak:
  535. # Rakamak file name
  536. fileName: users.rak
  537. # Rakamak use IP?
  538. useIP: false
  539. # Rakamak IP file name
  540. ipFileName: UsersIp.rak
  541. CrazyLogin:
  542. # CrazyLogin database file name
  543. fileName: accounts.db
  544. loginSecurity:
  545. # LoginSecurity: convert from SQLite; if false we use MySQL
  546. useSqlite: true
  547. mySql:
  548. # LoginSecurity MySQL: database host
  549. host: ''
  550. # LoginSecurity MySQL: database name
  551. database: ''
  552. # LoginSecurity MySQL: database user
  553. user: ''
  554. # LoginSecurity MySQL: password for database user
  555. password: ''
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