//上身挨打------------------------------------------------------
actlist
{
 t_status=1;
 ST_false=0x1;
 motion="motion\Shock.mot";
}

//下身挨打
actlist
{
 t_status=1;
 ST_false=0x1;
 motion="motion\ShockB.mot";
 shockbody=0,1,2,3;				//被打的躯干部位
}

//蹲着挨打
actlist
{
 t_status=1;
 crouch=1;
 ST_false=0x1;
 motion="motion\ShockCrouch.mot";
}

//挨打浮空
actlist
{
 t_status=1;
 space=0;
 ST_false=0x1;
 motion="motion\ShockF.mot";
}

//倒地==============================
actlist
{
 ST_false=0, 0x1;
 ST_true=0x1;
 space=1;
 mot_type="-B100";
 motion="motion\KO00Boy.mot";
}

//地上鞭尸
actlist
{
 t_status=1;
 ST_true=0x1,0x1;
 space=1;
 motion="motion\KO00Boy.mot";
}

//空中鞭尸
actlist
{
 t_status=1;
 ST_true=0x1,0x1;
 space=0;
 motion="motion\KO03.mot";
}

//摔倒爬起
actlist
{
 ST_false=0x1;
 curmot="motion\KO01Boy_1.mot";
 motion="motion\KO01Boy_2.mot";
}
//摔倒着地
actlist
{
 space=1;
 curmot="motion\KO01Boy.mot";
 motion="motion\KO01Boy_1.mot";
}

//摔倒
actlist
{
 t_status=1;
 motion="motion\KO01Boy.mot";
 shockbody=0,1;					//被打的躯干部位
 shocklevel=1;					//被打的反映程度
 shockmode=B1;
}

//摔倒
actlist
{
 t_status=1;
 space=0;
 motion="motion\KO01Boy.mot";
 shocklevel=1;					//被打的反映程度
}

//摔倒================================
actlist
{
 t_status=1;
 motion="motion\KO01Boy.mot";
 shocklevel=2;					//被打的反映程度
}

//自转爬起
actlist
{
 ST_false=0x1;
 curmot="motion\KO02_1.mot";
 motion="motion\KO02_2.mot";
}
//自转着地
actlist
{
 space=1;
 curmot="motion\KO02.mot";
 motion="motion\KO02_1.mot";
}
//打的自转==========================
actlist
{
 t_status=1;
 motion="motion\KO02.mot";
 shocklevel=3;					//被打的反映程度
}

//打飞爬起
actlist
{
 ST_false=0x1;
 curmot="motion\KO03_1.mot";
 motion="motion\KO03_2.mot";
}
//打飞着地
actlist
{
 space=1;
 curmot="motion\KO03.mot";
 motion="motion\KO03_1.mot";
}
//打飞起来
actlist
{
 t_status=1;
 motion="motion\KO03.mot";
 shocklevel=4;					//被打的反映程度
}
//打飞==============================
actlist
{
 ST_false=0,0x1;
 ST_true=0x1;
 space=0;
 mot_type="-B100";
 motion="motion\KO03.mot";
}


//一溜滚爬起
actlist
{
 ST_false=0x1;
 curmot="motion\KO04Boy1_1.mot";
 motion="motion\KO04Boy1_2.mot";
 setmotkey=53,70;
}
//一溜滚爬起再倒下
actlist
{
 ST_true=0x1;
 curmot="motion\KO04Boy1_1.mot";
 motion="motion\KO04Boy1_2.mot";
}
//一溜滚着地
actlist
{
 space=1;
 curmot="motion\KO04Boy1.mot";
 motion="motion\KO04Boy1_1.mot";
}
//打一溜滚============================
actlist
{
 t_status=1;
 motion="motion\KO04Boy1.mot";
 shocklevel=5;					//被打的反映程度
}

//背碰壁爬起
actlist
{
 ST_false=0x1;
 curmot="motion\ShockCB2_1.mot";
 motion="motion\ShockCB2_2.mot";
}
//背碰壁着地
actlist
{
 space=1;
 curmot="motion\ShockCB2.mot";
 motion="motion\ShockCB2_1.mot";
}
//打飞背碰壁
actlist
{
 t_status=5;
 collideradian=0,1.0;
 mot_type=B100;
 motion="motion\ShockCB2.mot";
}

//面碰壁爬起
actlist
{
 ST_false=0x1;
 curmot="motion\ShockCF_1.mot";
 motion="motion\ShockCF_2.mot";
}
//面碰壁着地
actlist
{
 space=1;
 curmot="motion\ShockCF.mot";
 motion="motion\ShockCF_1.mot";
}
//打飞面碰壁
actlist
{
 t_status=5;
 collideradian=2.14,3.14;
 mot_type=B100;
 motion="motion\ShockCF.mot";
}

//跌倒着地跃起
actlist
{
 ST_false=0x1;
 move=2,-2;
 mot_type=B10;
 c_force=1;
 SP=-10;
 curmotkey=0.001,7;//小数3为是属性设置
 motion="motion\RollJ_rbt.mot";
}

//碰壁弹跳
actlist
{
 ST_false=0x1;
 move=2,-2;
 mot_type=B1000;
 c_force=1;
 SP=-10;
 curmotkey=0.001,7;//小数3为是属性设置
 motion="motion\RollStepWallBoy.mot";
}
