Capture plugins get a creature into the party. That is where most of them stop — and it is also where a creature-collector game actually begins. What turns a capture demo into a hundred-hour game is everything after the throw: whether two of them can be bred, whether this one’s stats are better than that one’s and why, what it becomes at level 16 as opposed to at level 16 holding an item, and where you put the four hundredth one. Chimera Core is that layer, and it does not implement capture at all. That is deliberate: it is designed to sit on top of whichever capture system you already own rather than compete with it. Four systems ship in it. Genetics — eight stat genes, 25 natures, gender, an ability slot and rare variants. Breeding — parental gene inheritance, nature passing, mutation, egg groups and egg step counters. Evolution — a condition graph with genuinely branching outcomes, on level, item, friendship, time of day, stat comparison, gender or variant. Multiple evolution notetags on one species create the branch, and the first whose conditions all pass is the one taken. Storage — multi-box PC storage with sort, search, filter and paging. The performance work is the reason the storage claim is not marketing. A genome is bit-packed into two 32-bit integers, so a stored creature costs a short flat array rather than an object graph. Computed stats are cached behind a dirty flag and never recomputed per frame. Box rendering is paged, so draw cost is proportional to the slots you can see rather than to the size of the collection — which is what keeps a box screen at frame budget with thousands of creatures in it. Everything is reachable from events or from script, so you are not forced into either style: plugin commands cover creating, breeding, evolving and depositing, and the same operations are on a $chimera object for the cases where a script call is simply shorter. On compatibility, stated up front: core methods are extended with the original saved and called, never overwritten, so this coexists with capture plugins, with VisuStella, and with battle-system replacements. Place Chimera Core below your capture plugin. Where to get it: the itch.io page linked above, which shows the current price. The plugin is paid. The download ships readable, unobfuscated JavaScript — no minification — plus a LICENSE.txt. Commercial use in your games is permitted; redistribution of the plugin source itself is not, which is why this entry links to the plugin rather than hosting the file. AI disclosure: the code and the store images for this plugin were generated with AI assistance, and this is disclosed on the itch.io listing as well. Note on the help text below: this site cannot display angle-bracket characters — it deletes anything that looks like a tag, which would silently remove the notetags below. Chimera Core’s help uses 16 angle brackets, written here as ⟨ and ⟩. Nothing else has been changed: every other character is exactly as it ships inside the plugin. When you copy a notetag into your own project, type the ordinary < and > characters.
The collection layer your capture plugin does not have — genetics, breeding, branching evolution and boxed storage - ChimeraCore.js
Plugin desc : It deliberately does not implement capture. It is everything that happens afterwards: 8 stat genes, 25 natures and a variant packed into two integers, and an evolution graph whose branches are evaluated in order.
License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Prohibited (This does not apply to works made using the material.)
・Details: See Download Page / In-plugin documentation
Author : CSAF — Core Systems Asset Factory
Website : https://csaf.itch.io
Desc page : https://csaf.itch.io/chimera-core
File name : ChimeraCore.js
Help of plugin :
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ChimeraCore — the collection layer your capture plugin doesn't have
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Capture plugins get a creature into the party. ChimeraCore is everything
that happens afterwards — the systems that turn a demo into a hundred-hour
game:
• Genetics — 8 stat genes (IVs), 25 natures, gender, ability slot,
and rare variants, all packed into two integers.
• Breeding — parental gene inheritance, nature passing, mutation,
egg groups, and egg step counters.
• Evolution — a condition graph with BRANCHING outcomes: level, item,
friendship, time of day, stat comparison, gender, variant.
• Storage — multi-box PC storage with sort, search, filter and paging
that stays at frame budget with thousands of creatures.
ChimeraCore does NOT implement capture. That is deliberate — it is designed
to sit on top of whichever capture system you already own.
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Quick start
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1. Place this file in js/plugins/ and enable it in the Plugin Manager.
2. Give an enemy or actor a Chimera identity with notetags (below).
3. Use the plugin commands, or call the API from a script command.
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Notetags — Actor or Enemy
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⟨chimera species: 12⟩ Species id used for breeding/evolution.
⟨chimera eggGroups: 3, 7⟩ Groups that may interbreed.
⟨chimera genderRatio: 50⟩ % chance of female. -1 = genderless.
⟨chimera catchRate: 45⟩ Read by your capture plugin if it wants it.
⟨chimera evolvesTo: 13 level 16⟩
⟨chimera evolvesTo: 14 item 22⟩
⟨chimera evolvesTo: 15 friendship 220 timeOfDay night⟩
Multiple ⟨chimera evolvesTo:⟩ lines create a BRANCHING evolution — every
branch is evaluated and the first whose conditions all pass is taken.
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Script API (all available as $chimera)
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$chimera.create(speciesId, level) → new creature
$chimera.stats(creature, baseParams) → computed 8-param array
$chimera.breed(mother, father) → egg, or null if incompatible
$chimera.checkEvolution(creature, ctx) → target species id, or null
$chimera.storage.deposit(creature) → { box, slot } or null if full
$chimera.storage.page(boxIndex, from, n) → slice for virtualised drawing
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Performance notes
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Genomes are bit-packed into two 32-bit integers, so a stored creature costs
a short flat array rather than an object graph. Computed stats are cached
behind a dirty flag and never recomputed per frame. Box rendering is paged,
so draw cost is proportional to visible slots, not collection size.
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Compatibility
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Core methods are extended with saved originals, never overwritten, so this
coexists with capture plugins (Synrec, TheDelm), VisuStella, and battle
system replacements. Place ChimeraCore BELOW your capture plugin.
@command createCreature
@text Create Creature
@desc Generate a creature with fresh genetics and store it.
@arg speciesId
@text Species Id
@type number
@default 1
@arg level
@text Level
@type number
@default 5
@command breedPair
@text Breed Pair
@desc Breed two stored creatures. Result goes to the egg slot.
@arg motherIndex
@text Mother (party index)
@type number
@default 0
@arg fatherIndex
@text Father (party index)
@type number
@default 1
@command openStorage
@text Open Storage Boxes
@desc Open the creature storage scene.