It's certainly possible, and I'm working on and off on a script that allows you to set up all different kinds of similar effects (gain stats when you KO a certain foe, gain items when you Crit a foe with a certain skill, have a certain enemy stun you if you hit them with an Element they are Immune to, etc.). But due to its complexity, this script is still probably several months off.
For now, the easiest way to do it would probably be to modify the Damage Processing method. Check to see whether an enemy's HP has been reduced to zero or less, and if so, award the character that KO'ed that enemy some bonus stats. Here's the original method:
#-------------------------------------------------------------------------- # * Damage Processing # @result.hp_damage @result.mp_damage @result.hp_drain # @result.mp_drain must be set before call. #-------------------------------------------------------------------------- def execute_damage(user) on_damage(@result.hp_damage) if @result.hp_damage > 0 self.hp -= @result.hp_damage self.mp -= @result.mp_damage user.hp += @result.hp_drain user.mp += @result.mp_drain endHere's a rewrite that would grant stats based on the enemy you KO'd. In the example below, enemies 1, 2, and 3 are slimes that increase your Attack by 10 when you defeat them, and enemies 4, 5, and 6 are snakes that increase your Agility by 10.
#--------------------------------------------------------------------------# * Damage Processing# @result.hp_damage @result.mp_damage @result.hp_drain# @result.mp_drain must be set before call.#--------------------------------------------------------------------------def execute_damage(user)on_damage(@result.hp_damage) if @result.hp_damage > 0self.hp -= @result.hp_damageif (self.enemy? and user.actor? and self.hp <= 0) case self.enemy_id when 1, 2, 3 user.add_param(2, 10) when 4, 5, 6 user.agi += (6, 10) endendself.mp -= @result.mp_damageuser.hp += @result.hp_drainuser.mp += @result.mp_drainendThis does not cover a few fringe cases, such as an enemy that is KO'ed by Slip Damage, or an enemy that KO's itself (how would it know who to award the Kill to?).
Hope this helps! Let me know if you try it and it doesn't work - I haven't tested it myself. But I'm confident in the general concept, so if there's anything awry, it's probably just a single incorrect property or something.