I don't think so, but I could be wrong. My guess is it's defined in the $data_actors variable, which is read only, as far as I know.
It is possible to hack it, though, not in a very elegant manner. If you open up the Script Editor, select the Game_Actor script and go to line 478, you'll see the following :
#--------------------------------------------------------------------------
# * Change Level
# level : new level
#--------------------------------------------------------------------------
def level=(level)
# Check up and down limits
level = [[level, $data_actors[@actor_id].final_level].min, 1].max
# Change EXP
self.exp = @exp_list[level]
end
Replace it by :
#--------------------------------------------------------------------------
# * Change Level
# level : new level
#--------------------------------------------------------------------------
def level=(level)
# Check up and down limits
level = [level, 1].max # To ensure that you don't have negative levels, or level 0
# Change EXP
self.exp = @exp_list[level]
end
You'd have a problem though; the exp_list presumably contains 99 variables. As such, your exp would go kinda off the chart, if you catch my drift. I suppose there is a work around to that too; I'll look into it.
EDIT : I've redone it.
#--------------------------------------------------------------------------
# * Change Level
# level : new level
#--------------------------------------------------------------------------
def level=(level)
# Check up and down limits
level = [level, 1].max
# Change EXP
# If our level is above the max, add the max xp to our current xp
# Note that using this renders the level cap useless
if level > $data_actors[@actor_id].final_level
self.exp += @exp_list[$data_actors[@actor_id].final_level]
else
self.exp = @exp_list[level]
end
end
Basically, once you hit level 100, your experience points will be incremented by the exp you were to have at level 99, and so forth. I think there's an experience cap too, but it's pretty irrelevant.