Ahh, didn't notice that.
Thanks HD...
There's probably a more simple to do this, but this is a way I thought of.
If the hero has only one experience curve (Which he should unless you're using multiple actors that can possibly be the hero), then you'll have set values that'll be the maximum amount of experience needed to get to the next level.
You can either do some variable work by having this "EXP at level up" value subtract by the "EXP hero has" value, or you can just have a message box saying:
You have \v[00] experience out of 30000.
Here's where I'm doing a probably obsolete not optimal method, so bear with me here. -_-;
Now to set different levels you need to do a lot of Conditional Branches and you need to record the level of the hero. Recording the level of the hero is just a simple variable operation. Let's say that variable is \v[05].
So it'll be...
Control Variables: [0005: Level] = [Actor]'s Level
Conditional Branch: Variable [0005] == 1
Message Box: \n[01], you have \v[0] experience out of a total 16 experience.
Else
Conditional Branch: Variable [0005] == 2
Message Box: \n[01], you have \v[0] experience out of a total 50 experience.
Else
etc.
etc.
etc.
So yeah...But there must be an optimal way.