Thank you so much! I took your advice. I did it a little differently, but I have a working attribution system!
You can see it here in this youtube video.
For anyone who wants a similar system, what you need is one variable per attribute, one variable that represents all of the attributes. In my game I have 6 attributes, totaling 7 variables (all of the attributes respectively and ParamData). I didn't even use a sprite, I evented the system just with key strokes and condition branches.
Each row of attributes also had it's own switch. As well if you hit the left arrow key to delete an attribute point.
Therefore, if the player hits the down arrow key, it triggers a switch (attribute index1) that turns on the subsequent row, overriding the top row. When attribute index1 is triggered, the cursors on the map (which are tiles) are also flipped on by the switch and appear to light up, emulating a cursor effect. You can also add a sound effect before you turn on the switch, which is what I did.
Each page on the event had conditional branches for hitting the up, down, right or left arrow key. With the exception of the top row, and the cursors that went to the next map.
In the meantime, page 9 of this event was checking for the ParamData variable, for when it hit 10. When it hit 10, a picture popped up prompting the player to restart the attribution distribution or to start the game.
I attempted to set it up for the player to hit backspace instead of having to restart the game entirely, but it was not working out that well. I may implement it in the future, but for now I am just happy to have a system that works.
That leaves page 10 of this event which is "Next Page". When the player reaches the bottom cursors, she can either move up into the "Charm" attribute to distribute points there, or go to the next screen where there are 2 more attributes.
The next screen is evented the exact same way.
