Wrong forum. You can easily do this with events by having an event variable per character storing the number of points that have been used so far. The number of remaining points is then the level minus the number used. You may then construct the usual map with events for spending the points.
A trick for event systems:
Unfortunately, you cannot have event commands affect a character specified by a variable. This complicates matters since you then will have to repeat commands with minor changes. There are more or less sophisticated ways to deal with it (I don't know how eventers deal with it). The simplest, and dirties, is to insert an extra line 20 in Game_Actors:
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actor_id = $game_variables[1] if actor_id == 9
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This makes it so that whenever you select actor number 9 in an event command, it will actually mean actor number X where X is the contents of variable 1.
Example:
@>Parameters [9th char], Attack + 10
@>Control Variables [0001] += 1
Go up to this event and use it. The first time, nothing will happen (cause the variable is 0 and there's no actor number 0). The second, Ralph (#1) will get an extra 10 attack. The third, Ulrika (#2) will get an en extra 10 attack, etc.
This should simplify your events considerably.