                     <td className="hp-progress">
                       <ProgressBar bsStyle={getHpStyle @state.afterEnemyHp[i] / @state.maxEnemyHp[i] * 100}
                         now={@state.afterEnemyHp[i] / @state.maxEnemyHp[i] * 100}
-                        label={"#{@state.afterEnemyHp[i]} / #{@state.maxEnemyHp[i]}"} />
+                        label={if @state.damageEnemy[i] > 0 then "#{@state.afterEnemyHp[i]} / #{@state.maxEnemyHp[i]} (-#{@state.damageEnemy[i]})" else "#{@state.afterEnemyHp[i]} / #{@state.maxEnemyHp[i]}"} />
                     </td>
                   else
                     <td>　</td>

                  <td className="hp-progress">
                    <ProgressBar bsStyle={getHpStyle @state.afterFriendHp[i] / @state.maxFriendHp[i] * 100}
                      now={@state.afterFriendHp[i] / @state.maxFriendHp[i] * 100}
                      label={"#{@state.afterFriendHp[i]} / #{@state.maxFriendHp[i]}"} />
                  </td>
                </tr>
            }

                  <td className="hp-progress">
                    <ProgressBar bsStyle={getHpStyle @state.afterEnemyHp[i] / @state.maxEnemyHp[i] * 100}
                      now={@state.afterEnemyHp[i] / @state.maxEnemyHp[i] * 100}
                      label={if @state.damageEnemy[i] > 0 then "#{@state.afterEnemyHp[i]} / #{@state.maxEnemyHp[i]} (-#{@state.damageEnemy[i]})" else "#{@state.afterEnemyHp[i]} / #{@state.maxEnemyHp[i]}"} />
                  </td>
                </tr>
            }
