Switch a plugin file on
enable_pluginRegisters a plugin already in js/plugins into js/plugins.js so RPG Maker MZ loads it, applying header defaults or custom parameter overrides.
Instructions
Put a plugin that is already sitting in js/plugins/ into js/plugins.js — the same edit the editor's plugin manager makes, and the step patch_plugin cannot do because it only reaches entries that are already listed. The parameters come from the file's own @param/@default header, so nothing runs on a value the plugin never declares, and parameters overrides single keys on top of that. Re-running it on a plugin that is already listed switches it on and merges your parameters instead of adding a second entry. A game already running read js/plugins.js at boot, so it needs a restart — and an editor with the plugin manager open overwrites this file on save.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| file | No | Set when the file is not <name>.js. A trailing .js is accepted and stripped, so either spelling works | |
| name | Yes | The plugin's name, which is the file name in js/plugins without .js | |
| status | No | Pass false to switch it off without removing the entry | |
| parameters | No | Values to put on top of the header's @default ones |