XenCard: collectible trading cards your members open, trade and sell

XenCard: collectible trading cards your members open, trade and sell [Paid] 1.11.0

No permission to buy (€39.00)
SenseiXS updated [XenSupport] Card with a new update entry:

Maintenance release

🎴 XenCard 1.0.1
Maintenance release​

A small fix so your custom card art shows everywhere — including the admin panel. 🖼️

🛠️ Fixed​

  • Card images now display in the Admin CP. The edit-form live preview shows your card art (and updates as you type the URL), and the card list shows a thumbnail. Previously the ACP only drew the FontAwesome icon — even though the image saved...

Read the rest of this update entry...
 
I'm interested in checking this add-on out and have been keeping an eye on the XenSupport demo site to see when it comes back up.

In the meantime, a preliminary question I have that I've been itching to ask is how the booster packs and card sets work.

Is there just one catch-all "booster pack" for every card added to the system that contains drops for everything currently added? Or if I have two different sets of [X] cards can a user spend their XP specifically on one of those sets and not the other?
 
SenseiXS updated [XenSupport] Card with a new update entry:

1.11.0: the member side redesigned, and a market price on every card

This update brings XenCard from 1.0.1 to 1.11.0. What each release added:

1.11.0. The whole member side redesigned, a market price and sales history on every card, favourite cards on profiles and a trending cards widget.

1.8.2. Release 1.8.2 of XenCard.

See it running before you update: live demo, log in as demo / demo2026.
The full changelog, release by release, is on the...

Read the rest of this update entry...
 
The add-on looks great. Can its points system integrate with an add-on such as DragonByte Credits? In other words, can members use their DragonByte Credits balance within your add-on?
 
In the meantime, a preliminary question I have that I've been itching to ask is how the booster packs and card sets work.

Is there just one catch-all "booster pack" for every card added to the system that contains drops for everything currently added? Or if I have two different sets of [X] cards can a user spend their XP specifically on one of those sets and not the other?
XenSupport's site went back up since this was posted, and the developer replied over there so I am including his response here so that anyone browsing this thread will see the answer too:

1) What a booster pack pulls from

Each pack has a card set setting: either one specific set, or "All sets". You can create as many packs as you like, so your example works as is:
  • four packs, one per set, each pulling only from its own 25 cards;
  • plus a "surprise me" pack set to All sets, pulling from the whole pool of 100.
The one thing a pack cannot do today is pull from a custom mix of sets (two out of four, say). It is one set or all of them.

Two related details: a card flagged as Special never drops from packs (it is unlocked by a criterion or granted by an admin), and a card can have a print-run limit, after which it leaves every pack for good.

2) Pack contents

Yes, all of this is set per pack:
  • Number of cards: any value from 1 to 50.
  • Drop rates: each pack has its own weight per rarity, decimals allowed, and the shop shows members the resulting odds. A rarity set to 0 never drops from that pack.
  • Guaranteed rarity: a pack can guarantee at least one card of a given rarity or better.
Rarities themselves are configurable. The defaults are Common, Rare, Epic and Legendary, and you can add your own, an Uncommon for instance. So "5 cards, all Uncommon or lower" is simply a pack where everything above Uncommon is set to 0.

What is not possible today is fixed slots, such as "3 cards, exactly one of each rarity". Every card is an independent roll against the pack's rates, with that single guarantee on top.

Each pack also has its own price, and can be a limited edition with an end date, a limited stock, or both.
 
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