Store XP packs (expensive), winner 2x XP, premium perks
- XP packs in the store (coin-priced, intentionally expensive): xp1 200/5k, xp2 600/12k, xp3 1500/25k. Consumable (grant XP, can level up) — server ShopBuy handles kind "xp" via an authoritative XpPacks map + Gamification.GrantXp; mock mirrors. New shop section + shop.xp/xpHint i18n. - Every game grants XP and the WINNER earns 2x: matchXp is now base*(won?2:1)*leagueFactor (was a flat +80 win bonus). Mirrored server-side. - Premium (pro) perks: 1.5x XP multiplier (applied in applyMatchResult / ApplyMatch by plan), plus animated shimmering gold chat bubbles for your own messages (premium-chat CSS; ChatScreen gates on plan). Verified: tsc + next + dotnet build clean; sim passes; live server — buying xp2 took L1→L3 and deducted 12k coins under the new curve. Images rebuilt :1500/:1505. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -34,6 +34,8 @@ export function ShopScreen() {
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return profile.ownedCardBacks.includes(item.id);
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case "reactionpack":
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return profile.ownedReactionPacks.includes(item.id);
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case "xp":
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return false; // consumable — always buyable
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default:
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return profile.ownedStickerPacks.includes(item.id);
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}
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@@ -55,6 +57,7 @@ export function ShopScreen() {
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const cardbacks = items.filter((i) => i.kind === "cardback");
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const reactions = items.filter((i) => i.kind === "reactionpack");
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const stickers = items.filter((i) => i.kind === "stickerpack");
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const xp = items.filter((i) => i.kind === "xp");
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return (
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<ScreenShell>
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@@ -150,6 +153,21 @@ export function ShopScreen() {
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))}
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</div>
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</Section>
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<Section title={t("shop.xp")}>
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<p className="text-[11px] text-cream/45 -mt-2 mb-3">{t("shop.xpHint")}</p>
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<div className="grid grid-cols-3 gap-3">
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{xp.map((item) => (
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<ItemCard
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key={item.id}
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item={item}
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owned={false}
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onBuy={() => buy(item)}
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preview={<span className="text-4xl">⚡</span>}
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/>
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))}
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</div>
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</Section>
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</ScreenShell>
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);
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}
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