Predicate 拍打



Frameset: f1

   ARG0: agent
   ARG1: patient

Frame:

 (IP (NP-SBJ (-NONE- *pro*))
  (VP (VP (PP-MNR (P 以)
		  (NP (CP (WHNP-1 (-NONE- *OP*))
			  (CP (IP (NP-SBJ (-NONE- *pro*))
				  (VP (VV 自制)
				      (NP-OBJ (-NONE- *T*-1))))
			      (DEC 的)))
		      (ADJP (JJ 短))
		      (NP (NN 木棒))))
	  (VP (VV 拍打)
	      (NP-OBJ (NN 陶罐))))
      (PU ,)
      (VP (MSP 好)
	  (VP (VV 让)
	      (NP-OBJ (NN 陶土))
	      (IP (NP-SBJ (-NONE- *PRO*))
		  (VP (VV 变得)
		      (IP-OBJ (NP-SBJ (-NONE- *PRO*))
			      (VP (ADVP (AD 更))
				  (VP (VA 紧实)))))))))) 

ARG0: *pro*
ARG1: 陶罐
ARGM-MNR: 以 *OP* *pro* 自制 *T*-1 的 短 木棒
REL:  拍打

Frame:

 (IP (NP-SBJ (-NONE- *pro*))
  (VP (VP (BA 将)
	  (IP-OBJ (NP-SBJ (CP (WHNP-1 (-NONE- *OP*))
			      (CP (IP (NP-SBJ (-NONE- *pro*))
				      (VP (VV 揉好)
					  (NP-OBJ (-NONE- *T*-1))))
				  (DEC 的)))
			  (NP (NN 陶土)))
		  (VP (VP (VV 包覆)
			  (PP (P 在)
			      (NP (NN 外))))
		      (PU ,)
		      (VP (PP-MNR (P 用)
				  (NP (NN 木棒)))
			  (ADVP (AD 轻轻))
			  (VP (VV 拍打)))))))) 

ARG0: *pro*
ARG1: *OP* *pro* 揉好 *T*-1 的 陶土
ARGM-ADV: 轻轻
ARGM-MNR: 用 木棒
REL:  拍打

Frame:

 (PP-ADV (P 在)
  (LCP (NP (CP-APP (IP (NP-SBJ (-NONE- *PRO*))
		       (VP (VV 拍打)))
		   (DEC 的))
	   (NP (PU 「)
	       (NN 实用)
	       (NN 目的)
	       (PU 」)))
       (LC 之外))) 

ARG0: *PRO*
REL:  拍打



Frameset: f2

   ARG0: agent
   ARG1: entity arg0 hits
   ARG2: entity created through hitting arg1

Frame:

 (IP (NP-SBJ (-NONE- *pro*))
  (VP (IP-CND (NP-SBJ (-NONE- *PRO*))
	      (VP (ADVP (AD 如果))
		  (VP (VC 是)
		      (VP (LCP-TMP (IP (NP-SBJ (-NONE- *PRO*))
				       (VP (VV 做好)
					   (NP-OBJ (NN 罐形))))
				   (LC 之后))
			  (ADVP (AD 再))
			  (VP (VRD (VV 拍打)
				   (VV 出))
			      (NP-OBJ (NN 花纹)))))))
      (PU ,)
      (ADVP (AD 一定))
      (VP (VV 会)
	  (VP (VV 破掉))))) 

ARG0: *pro*
ARG2: 花纹
ARGM-ADV: 再
ARGM-TMP: *PRO* 做好 罐形 之后
REL:  拍打