Okay so to get started you are going to need to make a New map and call it Skill Grid I'd make it relatively small but however you would like would be fine. (If you have 4 characters Make 4 maps one for each person)
Next you are going want to create an Item called skill grid
I made it No Scope Only from the Menu and non consumable
Now we have to make it when we use this item it will transport us to our skill grid map. How do we do this? By linking our item to a common event.
So go to your common events tab and make a new one titled "skill grid"
We are going to start this with a conditional branch that involves a switch.
Make a new switch, again, titled skill grid.
Our conditional branch will be
Conditional Branch: SWITCH[0001: Skill Grid] == Off
Since this item will teleport us to a new map, when we are done we need to have a way for the player to go back to his original map so in order to do that we will use variables
create 3 new variables
Return X
Return Y
Return Map
so on you common event so far it should be
CODE
@>Conditional Branch: Switch [0001:Skill Grid] == Off
@>Control Variables[0001:Return X] = Player's X map
@>Control Variables[0002:Return Y] = Player's Y map
@>Control Variables[0003: Return Map] = Map ID
@>Control Switch [0001: Skill Grid] = On
Now our next thing is we need to ask a question if we want to upgrade our skils so...
CODE
@>Text:-,-, Normal Middle
: : Upgrade skills?
@>Show Choices: Yes,No
: When [Yes]
@>Show Choices: Player 1, Player 2, Player 3, Player 4
: : Upgrade skills?
@>Show Choices: Yes,No
: When [Yes]
@>Show Choices: Player 1, Player 2, Player 3, Player 4
So now that we have the choices we need to make it so when you select a player it transports you to that players skill grid. This is really easy all we are going to do is tell the game to transport us to a point on one of the skill grids. Now I have it set to when i go to a skill grid it changes my character to a flame so for the sake of doing it lke i did i am going to show how to do that too
CODE
@>Text:-,-, Normal Middle
: : Upgrade skills?
@>Show Choices: Yes,No
: When [Yes]
@>Show Choices: Player 1, Player 2, Player 3, Player 4
: When [Player 1]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [001:Player 1 Skill Grid] (001) (001)
@>
: When [Player 2]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [002:Player 2 Skill Grid] (001) (001)
@>
: When [Player 3]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [003:Player 3 Skill Grid] (001) (001)
@>
: When [Player 4]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [004:Player 4 Skill Grid] (001) (001)
@>
: Branch Ends
now all that is left for this common event is...
CODE
@>
: When [No]
@>
: Branch End
@>
: Else
@>
: Branch End
@>Control Switches: [0001 Skill Grid] = OFF
@>
: When [No]
@>
: Branch End
@>
: Else
@>
: Branch End
@>Control Switches: [0001 Skill Grid] = OFF
@>
tada you're finished with the common event so it should look like this:
CODE
@>Conditional Branch: Switch [0001:Skill Grid] == Off
@>Control Variables[0001:Return X] = Player's X map
@>Control Variables[0002:Return Y] = Player's Y map
@>Control Variables[0003: Return Map] = Map ID
@>Control Switch [0001: Skill Grid] = On
@>Text:-,-, Normal Middle
: : Upgrade skills?
@>Show Choices: Yes,No
: When [Yes]
@>Show Choices: Player 1, Player 2, Player 3, Player 4
@>Text:-,-, Normal Middle
: : Upgrade skills?
@>Show Choices: Yes,No
: When [Yes]
@>Show Choices: Player 1, Player 2, Player 3, Player 4
: When [Player 1]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [001:Player 1 Skill Grid] (001) (001)
@>
: When [Player 2]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [002:Player 2 Skill Grid] (001) (001)
@>
: When [Player 3]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [003:Player 3 Skill Grid] (001) (001)
@>
: When [Player 4]
@>Change actor Graphic [Player 1], '!flame' , 4, 'Actor1', 2
@>Transfer Player [004:Player 4 Skill Grid] (001) (001)
@>
: Branch Ends
@>
: When [No]
@>
: Branch End
@>
: Else
@>
: Branch End
@>Control Switches: [0001 Skill Grid] = OFF
@>
This is what mine looks like
CODE

Now we need to have something to spend so for now we will call them skill crystals. Now you can have it where you make a new item but i think that it is too complicated and i dont find it as effective
to do this all we need to do is make a variable called skill crystals
the reason i didn't create an item for this is because you can only hold 99 and on top of that it gets a lot more complicated when you want enemies to drop them so for the sake of simplicity i will show you a very easy way to do it
go into common events and make 3 to five common events titled Beginner Sc Intermediate SC etc.
and in this common event it should be
CODE
@>Control Variables [0001: Skill crystal] = +x
the x is just for whatever number of crystals you want to add to your player's party (this code should also be used whenever there is a chest or anything that adds skill crystals to the partyonce you have finished your common events go into your troops section and call the common events you want for that troop.
Now rises the question how do we keep track of these skill crystals if they are just measured by variables
The answer is simple
we create an item much like pokemon's coin case
to do this we need to create another item and link it to another common event
this common event is very simple since we just want it to tell us how many crystals we have collected so all you need to do in this common event is
CODE
@>Text:-,-, Normal, Bottom
: :You currently have \V[*Variable Number*] Crystals
: :You currently have \V[*Variable Number*] Crystals
the variable number is just the number of the variable so if its the 5th variable you have created its number will be 5
and finally we come to the last two parts of the tutorial
first the easy part how to exit the skill grid
all you are going to do is make an event that teleports the player using the variables we made earlier ([0001:return X] [0002:Return Y] and [Return Map] )
and if you changed the character into a flame we also need to change him back to his original graphics but if you didn't the event should look something like this:
CODE
@>transfer Player: Variable [0001] [0002] [0003]
and finally we need to have it where the player can learn a new skill so what we will do is make a conditional branch so we will just do something simple and have our player learn heal so we will say it costs one hundred crystals to learn so our event would look like this
CODE
@>Text:-,- Normal,Bottom
: : Heal
: : 100 Crystals
@>conditional Branch: Variable [Skill Crystal] >= 100
@>Text:-,-, Normal, Bottom
: : Would you like to learn this skill?
@>Show Choices: Yes, No
: When [Yes]
@>Change Skills: [Player 1], + [Heal]
@>Control Variable [skill crystal] =- 100
@>Control Self Switch: A = ON
@>Text: -,-, Normal Bottom
: : Learned Heal
@>
: When [No]
@>
: Branch End
@>
: Else
@>Text:-,-, Normal, Bottom
: : You do not have enough crystals
@>
: Branch End
@>
: : Heal
: : 100 Crystals
@>conditional Branch: Variable [Skill Crystal] >= 100
@>Text:-,-, Normal, Bottom
: : Would you like to learn this skill?
@>Show Choices: Yes, No
: When [Yes]
@>Change Skills: [Player 1], + [Heal]
@>Control Variable [skill crystal] =- 100
@>Control Self Switch: A = ON
@>Text: -,-, Normal Bottom
: : Learned Heal
@>
: When [No]
@>
: Branch End
@>
: Else
@>Text:-,-, Normal, Bottom
: : You do not have enough crystals
@>
: Branch End
@>
And there you have it that is how you make a skill grid
Thanks for reading any questions comments or concerns please post
and thanks to everyone who has helped me as i worked on this my own and the Poster of the original Skill grid tutorial for inspiring to make my own way of creating a skill grid