So I just found this:
#----------------------------------------------------------------------
# <damage: phrase weapon>
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is the damage formula for regular attacks. Applied for weapons
# and enemy attacks. Replace "phrase" with the respect stat you wish
# for the normal attack to be based off of.
# --- Example --- - - - - - - - - - - - - - - - - - - - - - - - - - - -
# <damage: spi weapon>
# <damage: agi weapon>
# --- WARNING --- - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This is a default-used formula. Do not remove this.
#----------------------------------------------------------------------
when /(.*)[ ](?:WEAPON|ATTACK)/i
case $1.to_s
when "ATK", "ATTACK"
atkstat = attacker.atk
defstat = defender.def
when "DEF", "DEFENSE"
atkstat = attacker.def
defstat = defender.def
when "SPI", "SPIRIT"
atkstat = attacker.spi
defstat = defender.res
when "RES", "RESISTANCE"
next unless $imported["RES Stat"]
atkstat = attacker.res
defstat = defender.res
when "DEX", "DEXTERITY"
next unless $imported["DEX Stat"]
atkstat = attacker.dex
defstat = defender.dex
when "AGI", "AGILITY"
atkstat = attacker.agi
defstat = defender.agi
else; next
end
hp_dmg = eval(dmg_hash[:normal_atk])
hp_dmg = rand(2) if hp_dmg <= 0
calc_cri(attacker) if hp_dmg > 0
With a bit of tinkering, I can make it so we can attack any stat against any stat.
Magical raygun? Attack with Dex against Res.
Bumrushing the enemy? Def against Str.
'tis an interesting concept.