Demo: http://www.mediafire.com/?6yxlyzyxi43
Paste this above main:
#==============================================================================
# Experience Boosting Potions
#------------------------------------------------------------------------------
# By The_Falcon
# Requested by doodley at rmrk.net
#------------------------------------------------------------------------------
# This script should only be found at the following places:
# rmrk.net
# rmrevolution.rmrk.net
# hbgames.org
#==============================================================================
class Game_System
attr_accessor :experience_boost # how much the exp increases
attr_accessor :exp_boost_turns # how many battles the boost will last
# Alias the initialize method
alias exp_boost_initialize initialize
def initialize
# Use the old method
exp_boost_initialize
# Set both new variables
@experience_boost = 0.0
@exp_boost_turns = 0
end
end
Now, replace this in Scene_Battle 2:
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
With this:
#-----------------------------------------
# Experience Potion Additions
#-----------------------------------------
if $game_system.exp_boost_turns > 0
exp += Integer(exp * $game_system.experience_boost)
exp.round
$game_system.exp_boost_turns -= 1
end
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
Then make common events which the experience potions call. The common events should have the following:
$game_system.experience_boost = X
$game_system.exp_boost_turns = Y
Where X is the percent (be sure to have a 0 in front of the percent decimals) and Y is the turns the boost will last.
Free to use in any project, as long as I am credited.