IIDX21pc(status="0")
  pcdata(id=profile.id idstr=profile.idstr name=profile.name pid=profile.pid spnum=pcdata.spnum dpnum=pcdata.dpnum sach=pcdata.sach dach=pcdata.dach mode=pcdata.mode pmode=pcdata.pmode rtype=pcdata.rtype sp_opt=pcdata.sp_opt dp_opt=pcdata.dp_opt dp_opt2=pcdata.dp_opt2 gpos=pcdata.gpos s_sorttype=pcdata.s_sorttype d_sorttype=pcdata.d_sorttype s_pace=pcdata.s_pace d_pace=pcdata.d_pace s_gno=pcdata.s_gno d_gno=pcdata.d_gno s_gtype=pcdata.s_gtype d_gtype=pcdata.d_gtype s_sdlen=pcdata.s_sdlen d_sdlen=pcdata.d_sdlen s_sdtype=pcdata.s_sdtype d_sdtype=pcdata.d_sdtype s_timing=pcdata.s_timing d_timing=pcdata.d_timing s_notes=pcdata.s_notes d_notes=pcdata.d_notes s_judge=pcdata.s_judge d_judge=pcdata.d_judge s_judgeAdj=pcdata.s_judgeAdj d_judgeAdj=pcdata.d_judgeAdj s_hispeed=pcdata.s_hispeed d_hispeed=pcdata.d_hispeed s_liflen=pcdata.s_liflen d_liflen=pcdata.d_liflen s_disp_judge=pcdata.s_disp_judge d_disp_judge=pcdata.d_disp_judge s_opstyle=pcdata.s_opstyle d_opstyle=pcdata.d_opstyle)
  spdp_rival(flg="-1")
  bind_eaappli
  secret
    flg1(__type="s64" __count="2") -1 -1
    flg2(__type="s64" __count="2") -1 -1
    flg3(__type="s64" __count="2") -1 -1
  if pcdata.sp_mlist != null
    favorite
      sp_mlist(__type="bin") #{pcdata.sp_mlist}
      sp_clist(__type="bin") #{pcdata.sp_clist}
      dp_mlist(__type="bin") #{pcdata.dp_mlist}
      dp_clist(__type="bin") #{pcdata.dp_clist}
  qpro_secret
    head(__type="s64" __count="3") -1 -1 -1
    hair(__type="s64" __count="3") -1 -1 -1
    face(__type="s64" __count="3") -1 -1 -1
    body(__type="s64" __count="3") -1 -1 -1
    hand(__type="s64" __count="3") -1 -1 -1
  grade(sgid=pcdata.sgid dgid=pcdata.dgid)
    - for (let d of dArray)
      g(__type="u8" __count="4") #{d[0]} #{d[1]} #{d[2]} #{d[3]}
  skin(__type="s16" __count="14") #{custom.frame} #{custom.turntable} #{custom.note_burst} #{custom.menu_music} #{appendsettings} #{custom.lane_cover} 0 #{custom.category_vox} #{custom.note_skin} #{custom.full_combo_splash} 0 #{Number(custom.disable_musicpreview)} 0 0
  qprodata(__type="u32" __count="5") #{custom.qpro_head} #{custom.qpro_hair} #{custom.qpro_face} #{custom.qpro_hand} #{custom.qpro_body}
  rlist
    - for (let rd of rArray)
      rival(spdp=rd.play_style id=rd.profile[2] id_str=rd.profile[3] djname=rd.profile[0] pid=rd.profile[1] sg=rd.pcdata[0] dg=rd.pcdata[1] sa=rd.pcdata[2] da=rd.pcdata[3])
        stepdata(step_sach=rd.pcdata[4] step_dach=rd.pcdata[5])
        qprodata(body=rd.qprodata[3] face=rd.qprodata[2] hair=rd.qprodata[0] hand=rd.qprodata[4] head=rd.qprodata[1])
        shop(name=shop_data.opname)
  join_shop(joinflg="1" join_cflg="1" join_id="ea" join_name=shop_data.opname)
  visitor(anum="10" snum="10" pnum="10" vs_flg="1")
  if pcdata.st_album != null
    step(damage=pcdata.st_damage defeat=pcdata.st_defeat progress=pcdata.st_progress round=pcdata.st_round sp_mission=pcdata.st_sp_mission dp_mission=pcdata.st_dp_mission sp_level=pcdata.st_sp_level dp_level=pcdata.st_dp_level sp_mplay=pcdata.st_sp_mplay dp_mplay=pcdata.st_dp_mplay last_select=pcdata.st_last_select)
      album(__type="bin") #{pcdata.st_album}
  //-step_assist(iidx_id iidx_id_str name hair head face body hand)
  achievements(pack=pcdata.achi_pack pack_comp=pcdata.achi_packcomp last_weekly=pcdata.achi_lastweekly weekly_num=pcdata.achi_weeklynum visit_flg=pcdata.achi_visitflg rival_crush=pcdata.achi_rivalcrush)
    trophy(__type="s64" __count="10") #{pcdata.achi_trophy[0]} #{pcdata.achi_trophy[1]} #{pcdata.achi_trophy[2]} #{pcdata.achi_trophy[3]} #{pcdata.achi_trophy[4]} #{pcdata.achi_trophy[5]} #{pcdata.achi_trophy[6]} #{pcdata.achi_trophy[7]} #{pcdata.achi_trophy[8]} #{pcdata.achi_trophy[9]}
  if link5 != null
    link5(qpro=link5.qpro glass=link5.glass treasure="0" beautiful=link5.beautiful quaver=link5.quaver castle=link5.castle flip=link5.flip titans=link5.titans exusia=link5.exusia waxing=link5.waxing sampling=link5.sampling beachside=link5.beachside cuvelia=link5.cuvelia reunion=link5.reunion bad=link5.bad turii=link5.turii anisakis=link5.anisakis second=link5.second whydidyou=link5.whydidyou china=link5.china fallen=link5.fallen broken=link5.broken summer=link5.summer sakura=link5.sakura wuv=link5.wuv survival=link5.survival thunder=link5.thunder qproflg="0" glassflg="0" reflec_data="0")
  //-cafe(food pastry rainbow beastie astraia beachimp holysnow trueblue ledvsscu service is_first)
  gakuen(music_list="-1")
  baseball(music_list="-1")
  if tricolettepark != null
    tricolettepark(open_music=tricolettepark.open_music boss0_damage=tricolettepark.boss0_damage boss1_damage=tricolettepark.boss1_damage boss2_damage=tricolettepark.boss2_damage boss3_damage=tricolettepark.boss3_damage boss0_stun=tricolettepark.boss0_stun boss1_stun=tricolettepark.boss1_stun boss2_stun=tricolettepark.boss2_stun boss3_stun=tricolettepark.boss3_stun magic_gauge="0" party="0" is_union="0" attack_rate="1")
  pyramid(music_list="-1" item_list="-1" statue_0="0" statue_1="0" statue_2="0")
  deller(deller=pcdata.deller rate="1")
  orb_data(rest_orb=pcdata.orb)
  if boss1 != null
    boss1(stamina=boss1.stamina attack=boss1.attack item_flg=boss1.item_flg item_flg2=boss1.item_flg2 pick=boss1.pick row0=boss1.row0 row1=boss1.row1 row2=boss1.row2 row3=boss1.row3 column0=boss1.column0 column1=boss1.column1 column2=boss1.column2 column3=boss1.column3 map=boss1.map job=boss1.job general=boss1.general battle=boss1.battle boss0_n=boss1.boss0_n boss0_h=boss1.boss0_h boss0_a=boss1.boss0_a boss1_n=boss1.boss1_n boss1_h=boss1.boss1_h boss1_a=boss1.boss1_a boss2_n=boss1.boss2_n boss2_h=boss1.boss2_h boss2_a=boss1.boss2_a item1="0" item2="0" item3="0" boss_scene=boss1.boss_scene boss0_damage=boss1.boss0_damage boss1_damage=boss1.boss1_damage boss2_damage=boss1.boss2_damage boss3_damage=boss1.boss3_damage boss4_damage=boss1.boss4_damage boss5_damage=boss1.boss5_damage boss6_damage=boss1.boss6_damage)
      durability(__type="bin") #{boss1.durability}
      level(__type="s32" __count="28") #{boss1.level[0]} #{boss1.level[1]} #{boss1.level[2]} #{boss1.level[3]} #{boss1.level[4]} #{boss1.level[5]} #{boss1.level[6]}
  //-boss1_phase4(map_clear_flg)
    new_durability
  //-superstar(achieve_flg)
