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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: false
  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: 'passwd'
  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: 720
  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: true
  126. # Allowed commands for unauthenticated players
  127. allowCommands:
  128. - /login
  129. - /register
  130. - /l
  131. - /reg
  132. - /email
  133. - /captcha
  134. - /2fa
  135. # Max number of allowed registrations per IP
  136. # The value 0 means an unlimited number of registrations!
  137. maxRegPerIp: 2
  138. # Minimum allowed username length
  139. minNicknameLength: 3
  140. # Maximum allowed username length
  141. maxNicknameLength: 16
  142. # When this setting is enabled, online players can't be kicked out
  143. # due to "Logged in from another Location"
  144. # This setting will prevent potential security exploits.
  145. ForceSingleSession: true
  146. ForceSpawnLocOnJoin:
  147. # If enabled, every player that spawn in one of the world listed in
  148. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  149. # authentication. The quit location of the player will be overwritten.
  150. # This is different from "teleportUnAuthedToSpawn" that teleport player
  151. # to the spawnpoint on join.
  152. enabled: true
  153. # WorldNames where we need to force the spawn location
  154. # Case-sensitive!
  155. worlds:
  156. - Lobby
  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. - playername;127.0.0.1
  174. # Ban unknown IPs trying to log in with a restricted username?
  175. banUnsafedIP: false
  176. # Should unregistered players be kicked immediately?
  177. kickNonRegistered: false
  178. # Should players be kicked on wrong password?
  179. kickOnWrongPassword: false
  180. # Should not logged in players be teleported to the spawn?
  181. # After the authentication they will be teleported back to
  182. # their normal position.
  183. teleportUnAuthedToSpawn: true
  184. # Can unregistered players walk around?
  185. allowMovement: true
  186. # After how many seconds should players who fail to login or register
  187. # be kicked? Set to 0 to disable.
  188. timeout: 60
  189. # Regex pattern of allowed characters in the player name.
  190. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  191. # How far can unregistered players walk?
  192. # Set to 0 for unlimited radius
  193. allowedMovementRadius: 100
  194. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  195. ProtectInventoryBeforeLogIn: true
  196. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  197. DenyTabCompleteBeforeLogin: true
  198. # Should we display all other accounts from a player when he joins?
  199. # permission: /authme.admin.accounts
  200. displayOtherAccounts: false
  201. # Spawn priority; values: authme, essentials, cmi, multiverse, default
  202. spawnPriority: authme,essentials,cmi,multiverse,default
  203. # Maximum Login authorized by IP
  204. maxLoginPerIp: 0
  205. # Maximum Join authorized by IP
  206. maxJoinPerIp: 0
  207. # AuthMe will NEVER teleport players if set to true!
  208. noTeleport: false
  209. # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  210. # characters, which is what we recommend. See also http://asciitable.com
  211. # You can test your regex with https://regex101.com
  212. allowedPasswordCharacters: '[!-~]*'
  213. GameMode:
  214. # Force survival gamemode when player joins?
  215. ForceSurvivalMode: false
  216. unrestrictions:
  217. # Below you can list all account names that AuthMe will ignore
  218. # for registration or login. Configure it at your own risk!!
  219. # This option adds compatibility with BuildCraft and some other mods.
  220. # It is case-insensitive! Example:
  221. # UnrestrictedName:
  222. # - 'npcPlayer'
  223. # - 'npcPlayer2'
  224. UnrestrictedName: []
  225. # Below you can list all inventories names that AuthMe will ignore
  226. # for registration or login. Configure it at your own risk!!
  227. # This option adds compatibility with some mods.
  228. # It is case-insensitive! Example:
  229. # UnrestrictedInventories:
  230. # - 'myCustomInventory1'
  231. # - 'myCustomInventory2'
  232. UnrestrictedInventories: []
  233. security:
  234. # Minimum length of password
  235. minPasswordLength: 5
  236. # Maximum length of password
  237. passwordMaxLength: 30
  238. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  239. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  240. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  241. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  242. # If you use ARGON2, check that you have the argon2 c library on your system
  243. passwordHash: SHA256
  244. # If a password check fails, AuthMe will also try to check with the following hash methods.
  245. # Use this setting when you change from one hash method to another.
  246. # AuthMe will update the password to the new hash. Example:
  247. # legacyHashes:
  248. # - 'SHA1'
  249. legacyHashes: []
  250. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  251. doubleMD5SaltLength: 8
  252. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  253. pbkdf2Rounds: 10000
  254. # Prevent unsafe passwords from being used; put them in lowercase!
  255. # You should always set 'help' as unsafePassword due to possible conflicts.
  256. # unsafePasswords:
  257. # - '123456'
  258. # - 'password'
  259. # - 'help'
  260. unsafePasswords:
  261. - '123456'
  262. - password
  263. - qwerty
  264. - '12345'
  265. - '54321'
  266. - '123456789'
  267. - help
  268. registration:
  269. # Enable registration on the server?
  270. enabled: true
  271. # Send every X seconds a message to a player to
  272. # remind him that he has to login/register
  273. messageInterval: 3
  274. # Only registered and logged in players can play.
  275. # See restrictions for exceptions
  276. force: true
  277. # Type of registration: PASSWORD or EMAIL
  278. # PASSWORD = account is registered with a password supplied by the user;
  279. # EMAIL = password is generated and sent to the email provided by the user.
  280. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  281. type: PASSWORD
  282. # Second argument the /register command should take: NONE = no 2nd argument
  283. # CONFIRMATION = must repeat first argument (pass or email)
  284. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  285. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  286. secondArg: CONFIRMATION
  287. # Do we force kick a player after a successful registration?
  288. # Do not use with login feature below
  289. forceKickAfterRegister: false
  290. # Does AuthMe need to enforce a /login after a successful registration?
  291. forceLoginAfterRegister: false
  292. # Enable to display the welcome message (welcome.txt) after a login
  293. # You can use colors in this welcome.txt + some replaced strings:
  294. # {PLAYER}: player name, {ONLINE}: display number of online players,
  295. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  296. # {WORLD}: player current world, {SERVER}: server name
  297. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  298. useWelcomeMessage: false
  299. # Broadcast the welcome message to the server or only to the player?
  300. # set true for server or false for player
  301. broadcastWelcomeMessage: false
  302. # Should we delay the join message and display it once the player has logged in?
  303. delayJoinMessage: false
  304. # The custom join message that will be sent after a successful login,
  305. # keep empty to use the original one.
  306. # Available variables:
  307. # {PLAYERNAME}: the player name (no colors)
  308. # {DISPLAYNAME}: the player display name (with colors)
  309. # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  310. customJoinMessage: ''
  311. # Should we remove the leave messages of unlogged users?
  312. removeUnloggedLeaveMessage: false
  313. # Should we remove join messages altogether?
  314. removeJoinMessage: true
  315. # Should we remove leave messages altogether?
  316. removeLeaveMessage: true
  317. # Do we need to add potion effect Blinding before login/reigster?
  318. applyBlindEffect: false
  319. # Do we need to prevent people to login with another case?
  320. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  321. preventOtherCase: true
  322. GroupOptions:
  323. # Enables switching a player to defined permission groups before they log in.
  324. # See below for a detailed explanation.
  325. enablePermissionCheck: false
  326. # This is a very important option: if a registered player joins the server
  327. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  328. # You can set up your permission plugin with this special group to have no permissions,
  329. # or only permission to chat (or permission to send private messages etc.).
  330. # The better way is to set up this group with few permissions, so if a player
  331. # tries to exploit an account they can do only what you've defined for the group.
  332. # After login, the player will be moved to his correct permissions group!
  333. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  334. # Otherwise your group will be wiped and the player will join in the default group []!
  335. # Example: registeredPlayerGroup: 'NotLogged'
  336. registeredPlayerGroup: ''
  337. # Similar to above, unregistered players can be set to the following
  338. # permissions group
  339. unregisteredPlayerGroup: ''
  340. Email:
  341. # Email SMTP server host
  342. mailSMTP: smtp.yandex.com
  343. # Email SMTP server port
  344. mailPort: 465
  345. # Only affects port 25: enable TLS/STARTTLS?
  346. useTls: true
  347. # Email account which sends the mails
  348. mailAccount: ''
  349. # Email account password
  350. mailPassword: ''
  351. # Email address, fill when mailAccount is not the email address of the account
  352. mailAddress: ''
  353. # Custom sender name, replacing the mailAccount name in the email
  354. mailSenderName: ''
  355. # Recovery password length
  356. RecoveryPasswordLength: 8
  357. # Mail Subject
  358. mailSubject: 'Восстановление пароля на сервере MoonStudio'
  359. # Like maxRegPerIP but with email
  360. maxRegPerEmail: 1
  361. # Recall players to add an email?
  362. recallPlayers: false
  363. # Delay in minute for the recall scheduler
  364. delayRecall: 60
  365. # Blacklist these domains for emails
  366. emailBlacklisted:
  367. - 10minutemail.com
  368. # Whitelist ONLY these domains for emails
  369. emailWhitelisted: []
  370. # Send the new password drawn in an image?
  371. generateImage: false
  372. # The OAuth2 token
  373. emailOauth2Token: ''
  374. Hooks:
  375. # Do we need to hook with multiverse for spawn checking?
  376. multiverse: true
  377. # Do we need to hook with BungeeCord?
  378. bungeecord: true
  379. # Send player to this BungeeCord server after register/login
  380. sendPlayerTo: 'lobby'
  381. # Do we need to disable Essentials SocialSpy on join?
  382. disableSocialSpy: true
  383. # Do we need to force /motd Essentials command on join?
  384. useEssentialsMotd: false
  385. Protection:
  386. # Enable some servers protection (country based login, antibot)
  387. enableProtection: false
  388. # Apply the protection also to registered usernames
  389. enableProtectionRegistered: true
  390. # Countries allowed to join the server and register. For country codes, see
  391. # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  392. # Use "LOCALHOST" for local addresses.
  393. # PLEASE USE QUOTES!
  394. countries:
  395. - RU
  396. - UZ
  397. - UA
  398. - BY
  399. # Countries not allowed to join the server and register
  400. # PLEASE USE QUOTES!
  401. countriesBlacklist:
  402. - A1
  403. # Do we need to enable automatic antibot system?
  404. enableAntiBot: true
  405. # The interval in seconds
  406. antiBotInterval: 5
  407. # Max number of players allowed to login in the interval
  408. # before the AntiBot system is enabled automatically
  409. antiBotSensibility: 10
  410. # Duration in minutes of the antibot automatic system
  411. antiBotDuration: 10
  412. # Delay in seconds before the antibot activation
  413. antiBotDelay: 60
  414. quickCommands:
  415. # Kicks the player that issued a command before the defined time after the join process
  416. denyCommandsBeforeMilliseconds: 1000
  417. Purge:
  418. # If enabled, AuthMe automatically purges old, unused accounts
  419. useAutoPurge: true
  420. # Number of days after which an account should be purged
  421. daysBeforeRemovePlayer: 60
  422. # Do we need to remove the player.dat file during purge process?
  423. removePlayerDat: true
  424. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  425. removeEssentialsFile: true
  426. # World in which the players.dat are stored
  427. defaultWorld: world
  428. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  429. removeLimitedCreativesInventories: false
  430. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  431. removeAntiXRayFile: false
  432. # Do we need to remove permissions?
  433. removePermissions: false
  434. Security:
  435. SQLProblem:
  436. # Stop the server if we can't contact the sql database
  437. # Take care with this, if you set this to false,
  438. # AuthMe will automatically disable and the server won't be protected!
  439. stopServer: true
  440. console:
  441. # Copy AuthMe log output in a separate file as well?
  442. logConsole: true
  443. captcha:
  444. # Enable captcha when a player uses wrong password too many times
  445. useCaptcha: false
  446. # Max allowed tries before a captcha is required
  447. maxLoginTry: 5
  448. # Captcha length
  449. captchaLength: 5
  450. # Minutes after which login attempts count is reset for a player
  451. captchaCountReset: 60
  452. # Require captcha before a player may register?
  453. requireForRegistration: false
  454. tempban:
  455. # Tempban a user's IP address if they enter the wrong password too many times
  456. enableTempban: true
  457. # How many times a user can attempt to login before their IP being tempbanned
  458. maxLoginTries: 10
  459. # The length of time a IP address will be tempbanned in minutes
  460. # Default: 480 minutes, or 8 hours
  461. tempbanLength: 5
  462. # How many minutes before resetting the count for failed logins by IP and username
  463. # Default: 480 minutes (8 hours)
  464. minutesBeforeCounterReset: 5
  465. # The command to execute instead of using the internal ban system, empty if disabled.
  466. # Available placeholders: %player%, %ip%
  467. customCommand: tempban -s %player% 5m Возможная попытка подбора пароля к аккаунту!
  468. recoveryCode:
  469. # Number of characters a recovery code should have (0 to disable)
  470. length: 8
  471. # How many hours is a recovery code valid for?
  472. validForHours: 1
  473. # Max number of tries to enter recovery code
  474. maxTries: 3
  475. # How long a player has after password recovery to change their password
  476. # without logging in. This is in minutes.
  477. # Default: 2 minutes
  478. passwordChangeTimeout: 2
  479. emailRecovery:
  480. # Seconds a user has to wait for before a password recovery mail may be sent again
  481. # This prevents an attacker from abusing AuthMe's email feature.
  482. cooldown: 60
  483. privacy:
  484. # The mail shown using /email show will be partially hidden
  485. # E.g. (if enabled)
  486. # original email: my.email@example.com
  487. # hidden email: my.***@***mple.com
  488. enableEmailMasking: true
  489. # Minutes after which a verification code will expire
  490. verificationCodeExpiration: 10
  491. # Before a user logs in, various properties are temporarily removed from the player,
  492. # such as OP status, ability to fly, and walk/fly speed.
  493. # Once the user is logged in, we add back the properties we previously saved.
  494. # In this section, you may define how these properties should be handled.
  495. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  496. limbo:
  497. persistence:
  498. # Besides storing the data in memory, you can define if/how the data should be persisted
  499. # on disk. This is useful in case of a server crash, so next time the server starts we can
  500. # properly restore things like OP status, ability to fly, and walk/fly speed.
  501. # DISABLED: no disk storage,
  502. # INDIVIDUAL_FILES: each player data in its own file,
  503. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  504. type: INDIVIDUAL_FILES
  505. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  506. # persistence attempts to reduce the number of files by distributing players into various
  507. # buckets based on their UUID. This setting defines into how many files the players should
  508. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  509. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  510. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  511. # 6.25 players per file (100 / 16).
  512. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  513. # change this setting only on server restart, not with /authme reload.
  514. distributionSize: SIXTEEN
  515. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  516. # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  517. # from modifying the 'allow flight' property on the player.
  518. restoreAllowFlight: RESTORE
  519. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  520. # RESTORE: restore the speed the player had;
  521. # DEFAULT: always set to default speed;
  522. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  523. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  524. restoreFlySpeed: RESTORE_NO_ZERO
  525. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  526. # See above for a description of the values.
  527. restoreWalkSpeed: RESTORE_NO_ZERO
  528. BackupSystem:
  529. # General configuration for backups: if false, no backups are possible
  530. ActivateBackup: false
  531. # Create backup at every start of server
  532. OnServerStart: false
  533. # Create backup at every stop of server
  534. OnServerStop: true
  535. # Windows only: MySQL installation path
  536. MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  537. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  538. Converter:
  539. Rakamak:
  540. # Rakamak file name
  541. fileName: users.rak
  542. # Rakamak use IP?
  543. useIP: false
  544. # Rakamak IP file name
  545. ipFileName: UsersIp.rak
  546. CrazyLogin:
  547. # CrazyLogin database file name
  548. fileName: accounts.db
  549. loginSecurity:
  550. # LoginSecurity: convert from SQLite; if false we use MySQL
  551. useSqlite: true
  552. mySql:
  553. # LoginSecurity MySQL: database host
  554. host: ''
  555. # LoginSecurity MySQL: database name
  556. database: ''
  557. # LoginSecurity MySQL: database user
  558. user: ''
  559. # LoginSecurity MySQL: password for database user
  560. password: ''
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