About Data
The data is scrapped from Little Alchemy 2 official page.
Though, this page is UNOFFICIAL and NOT AFFILIATED to Little Alchemy 2.
Document about the json files
category.json (category)
Array of categories.
id
: ID of the category.name
: the category name to display.elements
: elements ID that belongs to the category (one element can have more than one category).
other notes
- There are some "elements" with underscore, which does not look like normal element key (I guess this could be DLC).
description.json (description only)
Key is ID of each element, value is description of the element as string.
data.json (real data)
Key is ID of each element.
prime
: is this start element (optional)n
: Name of the elementp
: made from this combination (Might contain duplicates!)c
: creates those elements (optional) (if does not exist it is final)base
: is the base element, note that this is NOT prime (optional)condition
: reveal condition, if base is true (optional)type
: unlock condition type,progress
is based on total discovered element amount,elements
is based on discovered elements (described on theelements
section).progress
: used withtype
:progress
. how many other elements must be unlocked to unlock this element.elements
: used withtype
:elements
. which element are required to unlock this element (see alsomin
).min
: used withtype
:elements
. how many elements fromelements
list are required at least to unlock this element.
other notes
- If
p
has duplicated combination, the combination produces more than 1 element. (Mountain + Sound, Love + Gold, Human + Zombie)- (I am guessing one of the Mountain + Sound should be Mountain range + Sound but bugged, so Mountain range + Sound does nothing. Others seem work as intended.)
- If the
base
element is unlocked (through combination described inp
) before filling thecondition
, the combination throughp
takes priority, and reachingcondition
will do nothing.- (If you opened metal before reaching 50 elements, reaching 50 elements will do nothing)
In-game
This is available with Developer Tool Console.
Properties
workspace.__vue__.$store.getters.prime
: Prime element IDs.workspace.__vue__.$store.getters.progress
: Array of every discovered element IDs except prime, final, and base.workspace.__vue__.$store.getters.final
: Discovered final element IDs.workspace.__vue__.$store.getters.elementsIds
: All available element IDs as array.workspace.__vue__.$store.getters.baseElementsIds
: All available base elements (elements that can be "discovered" without combinating)workspace.__vue__.$store.getters.elements
: Objects of all available elements. Key is element ID.id
: the element idname
: the element nameparents
: "this element is combined from..."children
: "this element makes..."
prime
: is one of the default 4 elements (fire, wataer, earth, air)final
: final element (makes nothing, no children)description
: (empty)tags
: (empty)
base
: can be discovered in other way than combining. prime element is NOT base element.condition
:type
: "progress" (unlock by discovered element amount) or "condition" (unlocked with certain multiple combinations).total
: Total elements to discover before opening this. Valid with ONLY type:"progress".elements
: Array of other combinations to unlock this. Valid with ONLY type:"condition".min
: Minimal amount of combination to be discovered, described in elements. Valid with ONLY type:"condition".
workspace.__vue__.$store.getters.elementsList
: All available elements as array.workspace.__vue__.$store.getters.library
: Element IDs in the library list, in the alphabet name order.workspace.__vue__.$store.getters.elementsCount
: Amount of the total available elements (720).workspace.__vue__.$store.getters.connectionsCount
: Amount of all available connections (3455). INCLUDES duplicates.workspace.__vue__.$store.getters.total
: Array of all discovered elements, EXCEPT prime (starter) elements.workspace.__vue__.$store.getters.totalProgress
: Amount of total discovered elements.workspace.__vue__.$store.getters.totalProgressWithoutFinal
: Amount of total discovered elements, EXCEPT final elements.workspace.__vue__.$store.getters.totalProgressElements
: Array of EVERY discovered Element IDs.workspace.__vue__.$store.getters.history
: Array of combination history with timestamp. Also available in localStorage.workspace.__vue__.$store.getters.historyMap
: combination history as Object (the key is format ofelementID1#elementID2
).
Methods
workspace.__vue__.$store.getters.hasElement(elementId)
: Returns if the element ID is existent. This will return true to undiscovered elements.workspace.__vue__.$store.getters.descriptionById(elementId)
: Returns description of the given element ID. This also works to undiscovered elements.workspace.__vue__.$store.getters.elementById(elementId)
: Returns element object (described above) by given element ID..workspace.__vue__.$store.getters.hasInLibrary(elementId)
: Returns if the given element is in the library..
Event Actions
Each action contains array of functions. This can be subscribed by just pushing the custom function to there.
workspace.__vue__.$store._actions.mixOccured
: Any kind of mixing attempt invokes this.status
: "fail" if it is invalid combination, "new" if successfully combined (doesn't matter if the child is new or not), "mixed" if the combination is already performed.children
: Newly created element status. Not available with "fail" status.id
: Element ID of the newly created element.position
: Object that containsx
andy
coordinates.
workspace.__vue__.$store._actions.mixFail
: When try mixing, but no combination found.workspace.__vue__.$store._actions.mixMixed
: When try mixing, but the combination is already done before.-
workspace.__vue__.$store._actions.mixNew
: When elements are successfully mixed. Any new combination calls this, ALSO when existing item is created. parent
: Array of combination element IDs. Expected length of 2.children
: Array of newly created element IDs. Note this is array, since the new element can be created 1 or more. Empty withmixFail
.positions
: Object that containsx
andy
as world coordinate. The point the parent elements meet. Empty withmixFail
ANDmixMixed
.workspace.__vue__.$store._actions.mixBase
: When any new base item is discovered.base
: Array of the element ID of the discovered base elements.children
: Array of the any most recent created element IDs just before this base item.positions
: Array of the object that containsx
andy
as world coordinate, should be 1:1 match to thechildren
.
-
workspace.__vue__.$store._actions.progressNewBase
: When elements are successfully mixed. Any new combination calls this, ALSO when existing item is created.returns Array of newly discovered element IDs.
This applies to mixNew
, mixMixed
, mixFail
.
Workspace method (event) is called for every element in the workspace.
workspace.__vue__.$store._actions.workspaceRemoveExhausted
: Called when the element is depleted (including final item) and removed from the workspace. Passes Element ID as event parameter.
The element MUST BE in the workspace.
Non-Event Actions
workspace.__vue__.$store._actions.search[0]
: Activates searching. Parameter is the keyword string to search.workspace.__vue__.$store._actions.searchHide[0]
: Cancels searching. Does not need any parameter.workspace.__vue__.$store._actions.searchShow[0]
: Displays search bar. Does not need any parameter.