       critical.push if kouku.api_fcl_flag[i] == 1 then HitType.Critical else if damage == 0 then HitType.Miss else HitType.Hit
       sortieShip[i - 1].nowHP -= damage
       useItem = checkRepairItem sortieShip[i - 1]
-      list.push new Attack AttackType[AttackTypeMap[0]], null, sortieShip[i - 1], sortieShip[i - 1].maxHP, sortieShip[i - 1].nowHP, dmg, critical, useItem
+      list.push new Attack AttackType.Normal, null, sortieShip[i - 1], sortieShip[i - 1].maxHP, sortieShip[i - 1].nowHP, dmg, critical, useItem
   # test log
   #console.log list
   list

      else
        critical.push HitType.Miss
    enemyShip[target - 1].nowHP -= damage
    list.push new Attack AttackType[AttackTypeMap[0]], sortieShip[i - 1], enemyShip[target - 1], enemyShip[target - 1].maxHP, enemyShip[target - 1].nowHP, dmg, critical
  # 雷撃ターゲット
  for target, i in raigeki.api_erai
    continue if target <= 0

      else
        critical.push HitType.Miss
      enemyShip[i - 1].nowHP -= damage
      list.push new Attack AttackType.Normal, null, enemyShip[i - 1], enemyShip[i - 1].maxHP, enemyShip[i - 1].nowHP, dmg, critical
  else if support.api_support_hourai?
    for damage, i in support.api_support_hourai.api_damage
      continue unless 1 <= i <= 6
