@Kuro Neko :
As Mentioned, the console can be disabled via the script that is controlling it.
The only scripts you should need to patch games are:
DEK
DEK:

atch
DEK:

atch:

o
DEK:

atch::MK
DEK:

atch::LD
DEK:

atch::Run
In that order.
@Shaz:
To create a patch file simply 'clone' the patch data hash, like so...
Patches[

atchNameOrAnIntegerValue] = { :actors => [1,2,3,4], :classes => [3,4,5], :skills => [45,46,47,48,49], :items => [], :weapons => [], :armors => [], :enemies => [], :troops => [], :states => [], :animats => [], :tileset => [], :c_event => [], :newmaps => [], :script => %Q[ module SomeModule def self.somemethod ; return true ; end end ],# << Ends :script } # << Ends Patch[id]When the patch module setting 'MAKE' is true, the patch will be generated automatically at runtime.
The above patch would add actors 1,2,3,4 - classes 3,4,5 skills 45, 46, 47, 48, 49 into a patch file along with the script code.
Newer patches will always overwrite older patches - if they have the same contents - which is not required.
@Engr:
Yea, the console is a very useful tool, and many scripters use it to show information during test mode. I would always recommend to use console and disable it prior to game release.
@Darth vollis:
I want to ensure my answer is very clear about this.
... Can this be used to make DLC's?...
Yes.
You would simply create a new patch file with some unique identifier as the patch id. lets say its called

LC1 for talking sake.
When your game starts all patch files are loaded, if

LC1 is there, it will be loaded, if not, nothing will change at all.
Aren't there some scripts out there that require the user to start a new game. With that knowledge would that be a problem with this because say I wanted to add something and once patched would that cause the player to have to start the game all over again?
Yes, this is an issue, but im afraid its not my concern.
The reason for this is simple: If you make a huge change to the engine, that requires a newgame to be launched - you have inserted a script / code that does not have something in place for when the contents dont already exist.
Lets say for example, you have some $game_party.variable. If you use this variable when it hasn't been created, error. if you check to see if it exists and create it (if required) before you try to use said variable. There will be no issues.
To keep it simple: as long as you are changing features that already exist there should be no major issues.
If you are trying to add new features, make sure you implement a check of some kind to create contents if people try to load a game that doesnt have them. - its really not hard
I think that covered everything...
