Your original character is parent.character
In Code, there's a character object that mimics and extends your character object, you can notice the difference if you show_json(character) show_json(character.slots) and show_json(parent.character)
{
"name": "CharacterName",
"type": "character",
"ctype": "warrior", // One of G.classes
"hp": 2000,
"max_hp": 2500,
"mp": 360,
"max_mp": 960,
"level": 72,
"xp": 978000, // Your current XP
"max_xp": 420000000, // max_xp is G.levels[character.level]
"str": 206,
"int": 46,
"dex": 46,
"vit": 57,
"for": 10, // 10 Fortitude, 10% PVP Damage Reduction
"attack": 720,
"frequency": 1.2, // attacks/second
"speed": 95, // run speed, pixels/second
"range": 40, // attack range in pixels
"xrange": 25, // extra range allowance - increases 5/second - max 25
"armor": 420,
"resistance": 260,
"mp_cost": 24,
"evasion": 2.5, // 2.5%
"miss": 0, // % of attacks you miss
"reflection": 0, // magical attack reflection
"lifesteal": 10, // 10%
"manasteal": 0.25, // 0.25%
"rpiercing": 0, // resistance piercing
"apiercing": 0, // armor piercing
"crit": 0, // % chance to hit 2X
"dreturn": 0, // damage return
"courage": 2, // max amount of physical targets before getting scared
"mcourage": 2, // max amount of magical targets before getting scared
"pcourage": 2, // max amount of pure targets before getting scared
"fear": 0, // courage excess
"tax": 0.02, // 2%
"gold": 1200000000,
"cash": 200, // Shells
"xpm": 1, // XP multiplier
"luckm": 1, // Luck multiplier
"goldm": 1.25, // +25% Gold
"targets": 2, // Number of monsters who target you
"rip": false, // If true, you are dead
"afk": false, // When you move your mouse, becomes true
"visible": true, // Indicates whether a character is visible or not
"code": true, // true when a character is running Code
"citizen": false, // true for moving NPC's
"ping": 64.5, // average round-trip between character and server in milliseconds
"cc": 12.5, // Call Code Cost
"moving": false,
"target": "1233", // ID of the monster you are targeting
// or the name of the character you are targeting
"focus": "CharacterName", // Secondary, manual focus/target
"in": "main", // Which instance your character is in
// If you are in a dungeon, it's a unique ID, otherwise it's the map you are in
"map": "main", // The map your character is in
"x": 12.5, // Your actual parent.character has "real_x", "real_y" values
"y": 40, // character object in Code mimics these values into "x" and "y
"vision": [700,500], // Your vision, it's a 1400X1000 rectangle
"owner": "5818821692620800", // Owner ID - Available If a character isn't private, "" otherwise
"me": 1, // Set for your character
"guild": "XYZ",
"stand": false, // Merchant stand type
"age": 123, // age in days
"skin": "mwarrior", // Your base skin
"cx": ["santahat"], // Cosmetics
"slots": {
"mainhand": {"name":"blade","level":9},
"offhand": null,
"helmet": null,
"chest": {"name":"coat","level":8,"stat_type":"str"},
"pants": null,
"shoes": null,
"gloves": null,
"cape": null,
"belt": {"name":"hpbelt","level":4},
"ring1": null,
"ring2": null,
"earring1": null,
"earring2": null,
"amulet": null,
"orb": null,
"elixir": {"name":"eggnog","expires":"expires":"2053-02-19T07:00:59.459Z"}
},
"isize": 42, // Inventory size
"esize": 40, // Empty slots
"items": [
// character.items.length is usually 42, but could be lower, empty spaces are null
{"name":"gloves","level":0},
null,
{"name": "shadowstone","q":999}, // "q" is for the quantity of the item
],
"party": "LeaderName",
"pdps": 12345.6789, // Approximated dps used for the party share %
"s": {
// Conditions or Buffs
// G.conditions has stat information on most conditions
// If a condition isn't present, it will likely not be in "s"
// "ms" is milliseconds left
"cursed": {"ms":400},
"mluck": {"ms":120000,"f":"MerchantName"},
"citizen0aura": {"ms":12000,"name":"Citizen's Aura","skin":"citizensaura","luck":100},
// ^ an example of a dynamically generated status that's not on G.conditions
"invis": false,
"invincible": false,
// you are invincible when you first enter a PVP area
"poisoned": false,
"poisonous": false,
"stunned": false,
},
"c": {
// Channeling actions
// stop("town"), stop("revival") can be used to stop them
"town": {"ms":3000}, // Set when "town" portal is in progress
"revival": {ms:8000,f:"PriestName"}, // Set when revival is in progress
},
"q": {
// Progressed actions
"upgrade": {"ms":2000,"len":2000,"num":5}, // Item at inventory position #5 is being upgraded
"compound": {"ms":8000,"len":10000,"num":0}, // Item at inventory position #0 is being compounded
"exchange": {"ms":3000,name:"gem0","num":12}, // A "gem0" exchange is in progress
},
"friends": [ // Owner ID's of your friends
"6237651870941184",
"5605361818009600"
],
// Following attributes can be referenced when "moving" is true
"vx": 95, // Speed on the X-axis
"vy": 0, // Speed on the Y-axis
"from_x": 12.5,
"from_y": 40,
"going_x": 525.5,
"going_y": 40,
}
Nearby Characters, Monsters and Citizens are in the parent.entities dictionary. You can check how the Code function get_nearest_hostile parses this data.