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  1.  
  2. DataSource:
  3. backend: 'MYSQL'
  4. caching: false
  5. mySQLHost: 'minelife.network'
  6. mySQLPort: '3306'
  7. mySQLUseSSL: true
  8. mySQLUsername: 'mcwordof_site'
  9. mySQLPassword: 'şifre'
  10. mySQLDatabase: 'mcwordof_site'
  11. mySQLTablename: 'uyeler'
  12. mySQLColumnId: 'uye_id'
  13. mySQLColumnName: 'uye_kadi'
  14. mySQLRealName: 'realname'
  15. mySQLColumnPassword: 'uye_sifre'
  16. mySQLColumnEmail: 'uye_email'
  17. mySQLColumnLogged: 'uye_oyunda'
  18. mySQLColumnIp: 'uye_ip'
  19. mySQLColumnLastLogin: 'son_giris'
  20. mySQLlastlocX: 'x'
  21. mySQLlastlocY: 'y'
  22. mySQLlastlocZ: 'z'
  23. mySQLlastlocWorld: 'world'
  24. mySQLlastlocYaw: 'yaw'
  25. mySQLlastlocPitch: 'pitch'
  26. poolSize: -1
  27. maxLifetime: 1800
  28. ExternalBoardOptions:
  29. # Column for storing players passwords salts
  30. mySQLColumnSalt: ''
  31. # Column for storing players groups
  32. mySQLColumnGroup: ''
  33. # -1 means disabled. If you want that only activated players
  34. # can log into your server, you can set here the group number
  35. # of unactivated users, needed for some forum/CMS support
  36. nonActivedUserGroup: -1
  37. # Other MySQL columns where we need to put the username (case-sensitive)
  38. mySQLOtherUsernameColumns: []
  39. # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  40. bCryptLog2Round: 10
  41. # phpBB table prefix defined during the phpBB installation process
  42. phpbbTablePrefix: 'phpbb_'
  43. # phpBB activated group ID; 2 is the default registered group defined by phpBB
  44. phpbbActivatedGroupId: 2
  45. # IP Board table prefix defined during the IP Board installation process
  46. IPBTablePrefix: 'ipb_'
  47. # IP Board default group ID; 3 is the default registered group defined by IP Board
  48. IPBActivatedGroupId: 3
  49. # XenForo default group ID; 2 is the default registered group defined by Xenforo
  50. XFActivatedGroupId: 2
  51. # Wordpress prefix defined during WordPress installation
  52. wordpressTablePrefix: 'wp_'
  53. settings:
  54. sessions:
  55. # Do you want to enable the session feature?
  56. # If enabled, when a player authenticates successfully,
  57. # his IP and his nickname is saved.
  58. # The next time the player joins the server, if his IP
  59. # is the same as last time and the timeout hasn't
  60. # expired, he will not need to authenticate.
  61. enabled: false
  62. # After how many minutes should a session expire?
  63. # A player's session ends after the timeout or if his IP has changed
  64. timeout: 10
  65. # Message language, available languages:
  66. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/translations.md
  67. messagesLanguage: 'en'
  68. # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  69. # FINE for some additional detailed ones (like password failed),
  70. # and DEBUG for debugging
  71. logLevel: 'FINE'
  72. # By default we schedule async tasks when talking to the database. If you want
  73. # typical communication with the database to happen synchronously, set this to false
  74. useAsyncTasks: true
  75. restrictions:
  76. # Can not authenticated players chat?
  77. # Keep in mind that this feature also blocks all commands not
  78. # listed in the list below.
  79. allowChat: false
  80. # Hide the chat log from players who are not authenticated?
  81. hideChat: false
  82. # Allowed commands for unauthenticated players
  83. allowCommands:
  84. - '/login'
  85. - '/register'
  86. - '/l'
  87. - '/reg'
  88. - '/email'
  89. - '/captcha'
  90. # Max number of allowed registrations per IP
  91. # The value 0 means an unlimited number of registrations!
  92. maxRegPerIp: 2
  93. # Minimum allowed username length
  94. minNicknameLength: 3
  95. # Maximum allowed username length
  96. maxNicknameLength: 16
  97. # When this setting is enabled, online players can't be kicked out
  98. # due to "Logged in from another Location"
  99. # This setting will prevent potential security exploits.
  100. ForceSingleSession: true
  101. ForceSpawnLocOnJoin:
  102. # If enabled, every player that spawn in one of the world listed in
  103. # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  104. # authentication. The quit location of the player will be overwritten.
  105. # This is different from "teleportUnAuthedToSpawn" that teleport player
  106. # to the spawnpoint on join.
  107. enabled: false
  108. # WorldNames where we need to force the spawn location
  109. # Case-sensitive!
  110. worlds:
  111. - 'world'
  112. - 'world_nether'
  113. - 'world_the_end'
  114. # This option will save the quit location of the players.
  115. SaveQuitLocation: false
  116. # To activate the restricted user feature you need
  117. # to enable this option and configure the AllowedRestrictedUser field.
  118. AllowRestrictedUser: false
  119. # The restricted user feature will kick players listed below
  120. # if they don't match the defined IP address. Names are case-insensitive.
  121. # Ip addresses support regex expressions (regex:127\.0\.0\..*)
  122. # Example:
  123. # AllowedRestrictedUser:
  124. # - playername;127.0.0.1
  125. # - playername;regex:127\.0\.0\..*
  126. AllowedRestrictedUser: []
  127. # Ban unknown IPs trying to log in with a restricted username?
  128. banUnsafedIP: false
  129. # Should unregistered players be kicked immediately?
  130. kickNonRegistered: false
  131. # Should players be kicked on wrong password?
  132. kickOnWrongPassword: true
  133. # Should not logged in players be teleported to the spawn?
  134. # After the authentication they will be teleported back to
  135. # their normal position.
  136. teleportUnAuthedToSpawn: false
  137. # Can unregistered players walk around?
  138. allowMovement: false
  139. # After how many seconds should players who fail to login or register
  140. # be kicked? Set to 0 to disable.
  141. timeout: 0
  142. # Regex pattern of allowed characters in the player name.
  143. allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  144. # How far can unregistered players walk?
  145. # Set to 0 for unlimited radius
  146. allowedMovementRadius: 100
  147. # Should we protect the player inventory before logging in? Requires ProtocolLib.
  148. ProtectInventoryBeforeLogIn: true
  149. # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  150. DenyTabCompleteBeforeLogin: false
  151. # Should we display all other accounts from a player when he joins?
  152. # permission: /authme.admin.accounts
  153. displayOtherAccounts: true
  154. # Spawn priority; values: authme, essentials, multiverse, default
  155. spawnPriority: 'authme,essentials,multiverse,default'
  156. # Maximum Login authorized by IP
  157. maxLoginPerIp: 2
  158. # Maximum Join authorized by IP
  159. maxJoinPerIp: 2
  160. # AuthMe will NEVER teleport players if set to true!
  161. noTeleport: false
  162. # Regex syntax for allowed chars in passwords
  163. allowedPasswordCharacters: '[\x21-\x7E]*'
  164. # Threshold of the other accounts command, a value less than 2 means disabled.
  165. otherAccountsCmdThreshold: 0
  166. # Command to run when a user has more accounts than the configured threshold.
  167. # Available variables: %playername%, %playerip%
  168. otherAccountsCmd: 'say The player %playername% with ip %playerip% has multiple accounts!'
  169. GameMode:
  170. # Force survival gamemode when player joins?
  171. ForceSurvivalMode: false
  172. unrestrictions:
  173. # Below you can list all account names that AuthMe will ignore
  174. # for registration or login. Configure it at your own risk!!
  175. # This option adds compatibility with BuildCraft and some other mods.
  176. # It is case-insensitive! Example:
  177. # UnrestrictedName:
  178. # - 'npcPlayer'
  179. # - 'npcPlayer2'
  180. UnrestrictedName: []
  181. security:
  182. # Minimum length of password
  183. minPasswordLength: 5
  184. # Maximum length of password
  185. passwordMaxLength: 30
  186. # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512, WHIRLPOOL,
  187. # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  188. # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, CUSTOM (for developers only). See full list at
  189. # https://github.com/AuthMe/AuthMeReloaded/blob/master/docs/hash_algorithms.md
  190. passwordHash: 'SHA256'
  191. # If a password check fails, AuthMe will also try to check with the following hash methods.
  192. # Use this setting when you change from one hash method to another.
  193. # AuthMe will update the password to the new hash. Example:
  194. # legacyHashes:
  195. # - 'SHA1'
  196. legacyHashes: []
  197. # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  198. doubleMD5SaltLength: 8
  199. # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  200. pbkdf2Rounds: 10000
  201. # Prevent unsafe passwords from being used; put them in lowercase!
  202. # You should always set 'help' as unsafePassword due to possible conflicts.
  203. # unsafePasswords:
  204. # - '123456'
  205. # - 'password'
  206. # - 'help'
  207. unsafePasswords:
  208. - '123456'
  209. - 'password'
  210. - 'qwerty'
  211. - '12345'
  212. - '54321'
  213. - '123456789'
  214. - 'help'
  215. registration:
  216. # Enable registration on the server?
  217. enabled: true
  218. # Send every X seconds a message to a player to
  219. # remind him that he has to login/register
  220. messageInterval: 5
  221. # Only registered and logged in players can play.
  222. # See restrictions for exceptions
  223. force: true
  224. # Type of registration: PASSWORD or EMAIL
  225. # PASSWORD = account is registered with a password supplied by the user;
  226. # EMAIL = password is generated and sent to the email provided by the user.
  227. # More info at https://github.com/AuthMe/AuthMeReloaded/wiki/Registration
  228. type: 'PASSWORD'
  229. # Second argument the /register command should take: NONE = no 2nd argument
  230. # CONFIRMATION = must repeat first argument (pass or email)
  231. # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  232. # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  233. secondArg: 'CONFIRMATION'
  234. # Do we force kick a player after a successful registration?
  235. # Do not use with login feature below
  236. forceKickAfterRegister: false
  237. # Does AuthMe need to enforce a /login after a successful registration?
  238. forceLoginAfterRegister: false
  239. # Enable to display the welcome message (welcome.txt) after a login
  240. # You can use colors in this welcome.txt + some replaced strings:
  241. # {PLAYER}: player name, {ONLINE}: display number of online players,
  242. # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  243. # {WORLD}: player current world, {SERVER}: server name
  244. # {VERSION}: get current bukkit version, {COUNTRY}: player country
  245. useWelcomeMessage: true
  246. # Broadcast the welcome message to the server or only to the player?
  247. # set true for server or false for player
  248. broadcastWelcomeMessage: false
  249. # Should we delay the join message and display it once the player has logged in?
  250. delayJoinMessage: false
  251. # The custom join message that will be sent after a successful login,
  252. # keep empty to use the original one.
  253. # Available variables:
  254. # {PLAYERNAME}: the player name (no colors)
  255. # {DISPLAYNAME}: the player name (with colors)
  256. customJoinMessage: ''
  257. # Should we remove the leave messages of unlogged users?
  258. removeUnloggedLeaveMessage: false
  259. # Should we remove join messages altogether?
  260. removeJoinMessage: false
  261. # Should we remove leave messages altogether?
  262. removeLeaveMessage: false
  263. # Do we need to add potion effect Blinding before login/reigster?
  264. applyBlindEffect: false
  265. # Do we need to prevent people to login with another case?
  266. # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  267. preventOtherCase: true
  268. GroupOptions:
  269. # Enables switching a player to defined permission groups before they log in.
  270. # See below for a detailed explanation.
  271. enablePermissionCheck: false
  272. # This is a very important option: if a registered player joins the server
  273. # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  274. # You can set up your permission plugin with this special group to have no permissions,
  275. # or only permission to chat (or permission to send private messages etc.).
  276. # The better way is to set up this group with few permissions, so if a player
  277. # tries to exploit an account they can do only what you've defined for the group.
  278. # After login, the player will be moved to his correct permissions group!
  279. # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  280. # Otherwise your group will be wiped and the player will join in the default group []!
  281. # Example: registeredPlayerGroup: 'NotLogged'
  282. registeredPlayerGroup: ''
  283. # Similar to above, unregistered players can be set to the following
  284. # permissions group
  285. unregisteredPlayerGroup: ''
  286. Email:
  287. # Email SMTP server host
  288. mailSMTP: 'smtp.gmail.com'
  289. # Email SMTP server port
  290. mailPort: 465
  291. # Only affects port 25: enable TLS/STARTTLS?
  292. useTls: true
  293. # Email account which sends the mails
  294. mailAccount: ''
  295. # Email account password
  296. mailPassword: ''
  297. # Email address, fill when mailAccount is not the email address of the account
  298. mailAddress: ''
  299. # Custom sender name, replacing the mailAccount name in the email
  300. mailSenderName: ''
  301. # Recovery password length
  302. RecoveryPasswordLength: 8
  303. # Mail Subject
  304. mailSubject: 'Your new AuthMe password'
  305. # Like maxRegPerIP but with email
  306. maxRegPerEmail: 1
  307. # Recall players to add an email?
  308. recallPlayers: false
  309. # Delay in minute for the recall scheduler
  310. delayRecall: 5
  311. # Blacklist these domains for emails
  312. emailBlacklisted:
  313. - '10minutemail.com'
  314. # Whitelist ONLY these domains for emails
  315. emailWhitelisted: []
  316. # Send the new password drawn in an image?
  317. generateImage: false
  318. # The OAuth2 token
  319. emailOauth2Token: ''
  320. Hooks:
  321. # Do we need to hook with multiverse for spawn checking?
  322. multiverse: true
  323. # Do we need to hook with BungeeCord?
  324. bungeecord: false
  325. # Send player to this BungeeCord server after register/login
  326. sendPlayerTo: ''
  327. # Do we need to disable Essentials SocialSpy on join?
  328. disableSocialSpy: false
  329. # Do we need to force /motd Essentials command on join?
  330. useEssentialsMotd: false
  331. Protection:
  332. # Enable some servers protection (country based login, antibot)
  333. enableProtection: true
  334. # Apply the protection also to registered usernames
  335. enableProtectionRegistered: true
  336. # Countries allowed to join the server and register. For country codes, see
  337. # https://dev.bukkit.org/projects/authme-reloaded/pages/countries-codes
  338. # PLEASE USE QUOTES!
  339. countries:
  340. - 'TR'
  341. - 'AZ'
  342. - 'CY'
  343. # Countries not allowed to join the server and register
  344. # PLEASE USE QUOTES!
  345. countriesBlacklist:
  346. - 'A1'
  347. - 'GB'
  348. - 'US'
  349. - 'USA'
  350. # Do we need to enable automatic antibot system?
  351. enableAntiBot: true
  352. # The interval in seconds
  353. antiBotInterval: 5
  354. # Max number of players allowed to login in the interval
  355. # before the AntiBot system is enabled automatically
  356. antiBotSensibility: 10
  357. # Duration in minutes of the antibot automatic system
  358. antiBotDuration: 10
  359. # Delay in seconds before the antibot activation
  360. antiBotDelay: 60
  361. Purge:
  362. # If enabled, AuthMe automatically purges old, unused accounts
  363. useAutoPurge: false
  364. # Number of days after which an account should be purged
  365. daysBeforeRemovePlayer: 60
  366. # Do we need to remove the player.dat file during purge process?
  367. removePlayerDat: false
  368. # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  369. removeEssentialsFile: false
  370. # World in which the players.dat are stored
  371. defaultWorld: 'world'
  372. # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  373. removeLimitedCreativesInventories: false
  374. # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  375. removeAntiXRayFile: false
  376. # Do we need to remove permissions?
  377. removePermissions: false
  378. Security:
  379. SQLProblem:
  380. # Stop the server if we can't contact the sql database
  381. # Take care with this, if you set this to false,
  382. # AuthMe will automatically disable and the server won't be protected!
  383. stopServer: true
  384. console:
  385. # Remove passwords from console?
  386. removePassword: true
  387. # Copy AuthMe log output in a separate file as well?
  388. logConsole: true
  389. captcha:
  390. # Enable captcha when a player uses wrong password too many times
  391. useCaptcha: false
  392. # Max allowed tries before a captcha is required
  393. maxLoginTry: 5
  394. # Captcha length
  395. captchaLength: 5
  396. # Minutes after which login attempts count is reset for a player
  397. captchaCountReset: 60
  398. tempban:
  399. # Tempban a user's IP address if they enter the wrong password too many times
  400. enableTempban: false
  401. # How many times a user can attempt to login before their IP being tempbanned
  402. maxLoginTries: 10
  403. # The length of time a IP address will be tempbanned in minutes
  404. # Default: 480 minutes, or 8 hours
  405. tempbanLength: 480
  406. # How many minutes before resetting the count for failed logins by IP and username
  407. # Default: 480 minutes (8 hours)
  408. minutesBeforeCounterReset: 480
  409. recoveryCode:
  410. # Number of characters a recovery code should have (0 to disable)
  411. length: 8
  412. # How many hours is a recovery code valid for?
  413. validForHours: 4
  414. # Max number of tries to enter recovery code
  415. maxTries: 3
  416. # How long a player has after password recovery to change their password
  417. # without logging in. This is in minutes.
  418. # Default: 2 minutes
  419. passwordChangeTimeout: 2
  420. emailRecovery:
  421. # Seconds a user has to wait for before a password recovery mail may be sent again
  422. # This prevents an attacker from abusing AuthMe's email feature.
  423. cooldown: 60
  424. # Before a user logs in, various properties are temporarily removed from the player,
  425. # such as OP status, ability to fly, and walk/fly speed.
  426. # Once the user is logged in, we add back the properties we previously saved.
  427. # In this section, you may define how these properties should be handled.
  428. # Read more at https://github.com/AuthMe/AuthMeReloaded/wiki/Limbo-players
  429. limbo:
  430. persistence:
  431. # Besides storing the data in memory, you can define if/how the data should be persisted
  432. # on disk. This is useful in case of a server crash, so next time the server starts we can
  433. # properly restore things like OP status, ability to fly, and walk/fly speed.
  434. # DISABLED: no disk storage,
  435. # INDIVIDUAL_FILES: each player data in its own file,
  436. # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  437. type: 'INDIVIDUAL_FILES'
  438. # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  439. # persistence attempts to reduce the number of files by distributing players into various
  440. # buckets based on their UUID. This setting defines into how many files the players should
  441. # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  442. # ONE_TWENTY for 128, TWO_FIFTY for 256.
  443. # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  444. # 6.25 players per file (100 / 16).
  445. # Note: if you change this setting all data will be migrated. If you have a lot of data,
  446. # change this setting only on server restart, not with /authme reload.
  447. distributionSize: 'SIXTEEN'
  448. # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE.
  449. # RESTORE sets back the old property from the player.
  450. restoreAllowFlight: 'RESTORE'
  451. # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  452. # RESTORE: restore the speed the player had;
  453. # DEFAULT: always set to default speed;
  454. # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  455. # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  456. restoreFlySpeed: 'RESTORE_NO_ZERO'
  457. # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  458. # See above for a description of the values.
  459. restoreWalkSpeed: 'MAX_RESTORE'
  460. BackupSystem:
  461. # General configuration for backups: if false, no backups are possible
  462. ActivateBackup: false
  463. # Create backup at every start of server
  464. OnServerStart: false
  465. # Create backup at every stop of server
  466. OnServerStop: true
  467. # Windows only: MySQL installation path
  468. MysqlWindowsPath: 'C:\Program Files\MySQL\MySQL Server 5.1\'
  469. # Converter settings: see https://github.com/AuthMe/AuthMeReloaded/wiki/Converters
  470. Converter:
  471. Rakamak:
  472. # Rakamak file name
  473. fileName: 'users.rak'
  474. # Rakamak use IP?
  475. useIP: false
  476. # Rakamak IP file name
  477. ipFileName: 'UsersIp.rak'
  478. CrazyLogin:
  479. # CrazyLogin database file name
  480. fileName: 'accounts.db'
  481. loginSecurity:
  482. # LoginSecurity: convert from SQLite; if false we use MySQL
  483. useSqlite: true
  484. mySql:
  485. # LoginSecurity MySQL: database host
  486. host: ''
  487. # LoginSecurity MySQL: database name
  488. database: ''
  489. # LoginSecurity MySQL: database user
  490. user: ''
  491. # LoginSecurity MySQL: password for database user
  492. password: ''
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