                 damage = Math.floor(damage)
                 continue if damage <= 0
                 afterFriendHp[target - 1] -= damage
+          for tmp, i in afterFriendHp
+            damageFriend[i] = nowFriendHp[i] - afterFriendHp[i]
+            afterFriendHp[i] = Math.max(tmp, 0)
           for tmp, i in afterEnemyHp
+            damageEnemy[i] = nowEnemyHp[i] - afterEnemyHp[i]
             afterEnemyHp[i] = Math.max(tmp, 0)
 
         when '/kcsapi/api_req_battle_midnight/battle'

                  <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>
                  else
                    <td>　</td>
