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Too Many Balls

New Poké Balls for gen1recomp — on Red / Blue / Yellow and Pokémon Gold since 0.4.0 — sold on real mart shelves, and on Gold made by hand out of Apricorns.

(Called Kanto Balls until 0.4.3. Renamed once the balls reached Johto and "Kanto" stopped being true. Same mod, same ids, same downloads — see Installation.)

Ball Where you get it What makes it worth carrying
PREMIER BALL Free. Buy 10+ balls in one purchase and the clerk throws one in per 10 Plain Poké Ball odds — but you never pay for one, and the clerk says so in his own text box
NEST BALL Ball marts, ₽1000 on anything level 15 or under, tapering off up to 35
MOON BALL Pewter Mart — the last mart before Mt. Moon on anything that evolves by Moon Stone
HEAL BALL Ball marts, ₽300 Normal odds, but what you catch arrives fully healed — HP, status and PP
FAST BALL Ball marts, ₽1000 on anything with base Speed 100+ — the birds, Dugtrio, Electrode, Tauros, Jolteon
MIRROR BALL Ball marts, ₽1200 when the wild Pokémon is the same species as the one you have out. Send out your own Pidgey to catch a better Pidgey
SILPH BALL Saffron Mart, ₽9800 Silph Co's abandoned first pass at the Master Ball. When it works, it is a Master Ball. One throw in two, it just breaks

Every ball above is a real item on a real shelf — no cheats, no new currency. Buy them and throw them.

A Kanto mart's ball shelf listing NEST, HEAL, FAST, MIRROR and SILPH BALLs with prices

(The SNAG BALL on that shelf is from Pokemon Snag, a separate mod of mine — it is not part of this one.)

The Premier Ball pays for itself

Buy ten or more of any ball in one purchase and the clerk hands them over free, and says so in his own text box:

A mart clerk saying: I'll throw in 2 PREMIER BALLS too!

The Silph Ball tells you when it breaks

A failed throw is not a miss, and it does not pretend to be one:

Battle text reading: The PROTOTYPE broke apart!

On Pokémon Gold, Kurt teaches you to make your own

Most of the balls above travel to Johto — Premier, Nest, Heal, Mirror and the prototype (labelled PROTO BALL there, since Silph Co doesn't exist in Johto). Moon and Fast stay behind; Gold already has its own, made by Kurt.

And then Kurt does something else. Come back to him from the Slowpoke Well and he decides you're worth teaching, and hands over a BALL CASE — a key item that mixes Apricorns into five more balls:

Kurt saying: APRICORNS aren't just for my seven. Kurt saying: Take this CASE and mix your own.
Ball Costs What it does
KECLEON BALL 1 Green + 1 Red Apricorn Catches as well as a Great Ball — and turns the colour of whatever you throw it at
DRIFT BALL 1 White + 1 Yellow on light, airy Pokémon
SNARE BALL 2 Black Catches a sleeping or frozen target outright. A dud on anything awake
CATALYST BALL 1 Green + 1 Yellow on anything that evolves with a stone
CRADLE BALL 1 White + 1 Pink + 1 Green + 1 Red Never misses — and your catch starts over at level 1

The BALL CASE menu listing CATALYST, DRIFT, SNARE, KECLEON and CRADLE BALL, with a message reading: Made a KECLEON BALL!

The Kecleon Ball is the colour of whatever you throw it at

Not a palette swap per ball — it reads the wild Pokémon's own colours as it flies. This is the same ball in all three:

A wild WIGGLYTUFF A wild SCIZOR A wild LAPRAS
The KECLEON BALL thrown at it, pink The KECLEON BALL thrown at it, red The KECLEON BALL thrown at it, blue

Throw it at a shiny and the ball is shiny too.

The Cradle Ball starts your catch over

Not a punishment. Its DVs and stat experience are untouched, so it grows the whole curve from scratch and finishes stronger at 100 than one caught late. A level 41 DODUO, caught, and what arrives:

A wild DODUO at level 41 The caught DODUO at level 1 with 11 HP and 1 EXP point Its moves: PECK and GROWL, the level-1 set, with two empty slots

Level 1, 11 HP, one experience point, and PECK and GROWL in two of four move slots — the level-1 set, rebuilt rather than trimmed.

The case is a key item and stays in KEY ITEMS. It stores balls as well: STOW ALL clears this mod's balls out of your pack, TAKE BACK returns them, and a full pack gets back what fits with the rest kept safe. Kurt's own seven recipes are untouched.

The BALL CASE in the KEY ITEMS pocket, described as: Mix APRICORNS into new kinds of ball. A Johto mart shelf listing the mod's balls alongside Gold's own

One download

kanto_balls is the whole mod — all fourteen balls and the BALL CASE, with no dependencies.

It used to ship alongside a small library mod, shop_events, which emitted a shop.purchased event so other ball authors could react to a mart purchase. Nobody ever did, and shipping two mods from one release broke the in-launcher updater: the launcher could not tell the two downloads apart and handed Too Many Balls the wrong file. shop_events was folded in at 0.6.0. The event still exists and is still emitted, just from inside this mod, so anything listening for it keeps working.

If you still have Shop Events installed you can remove it. Leaving it is harmless — Too Many Balls notices and steps aside rather than awarding the Premier bonus twice.

Development Preview: this mod is in active development. Bug reports and ideas are welcome in Issues — include the version from your load log and list your other mods.

Also for mod authors

kanto_balls/main.lua is written to be read and copied. Each ball is a different technique, deliberately: no catch code at all, reacting to a purchase event, multiplying the rate from live battle state, querying species data, reading base stats, reading your own side of the battle, replacing the catch roll outright, a ball whose whole effect is a palette rather than maths, and one that rewrites the caught Pokémon after the fact. Each one is commented with the engine file and line it was verified against.

The Gold side is the same idea for the Gen 2 seams: one catch.rate wrap carrying every ball, the pocket stamp, a presence-checked mart append, a key item that opens a mod-owned screen, and an NPC handover driven off script events — each with a note on why the Gen 1 mechanism doesn't reach there.

Between them they cover most of what the ball API can do, which is why this started life as Example Balls.

Installation

  1. Download kanto_balls-X.Y.Z.zip from the latest release.
  2. Launcher → MODSImport mod .zip.
  3. Fully quit and relaunch.

Upgrading from Kanto Balls? Nothing to do — that was this mod's old display name (changed at 0.4.3). The id never changed, so the mod browser updates it in place and your saved balls are untouched.

Already have Example Balls (example_balls) installed? Remove it first. That one was a real id change back at 0.2.0, and because a new id installs to its own folder, nothing stops both running at once and registering overlapping balls.

Compatibility

  • Pokeball Colors — optional, and it works on both games. On Red/Blue/Yellow every ball registers its own colors, so each has its own look during the throw. On Gold the throw is already coloured by this mod, and Colors adds the Pokémon Center heal machine: each party slot shows the ball its Pokémon was caught in, taken from the same palettes registered here.

    Every ball in its own colors: Premier, Nest, Moon, Heal, Fast, Mirror, Silph, GS, Beast, Snare, Drift and Cradle

    Requires Pokeball Colors with COLORS set to ADVANCED — without it every ball throws in the default palette. GS and BEAST are the two behind [DEV] CHEAP BALLS.

  • Custom Poké Balls by magalvao — coexists. Both append to the same mart shelves and no ball is duplicated between them.

  • Mart shelves are verified present in Red, Blue and Yellow's data, but have only been played on Red/Blue so far.

Credits

By Mister Miracle (@mistermiracle3036). Built for gen1recomp. See THIRD_PARTY_NOTICES.md.

About

Seven new Poke Balls for gen1recomp - Premier, Nest, Moon, Heal, Fast, Mirror and the Silph prototype - plus the shop-event library that powers them. Written to be read and copied as a template for your own ball.

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