Technically the only things MUGEN-related you can see are the .air files which are pretty much nearly in the exact same format. Besides that, none of it looks familiar.
Evidence in the state files:
trigger#
triggerall
ctrl
playerpush
movetype
animelem
physics (A/S/C)
guard_dist
pos.x/y
enemy.pos.x < Redirect triggers are the same
Evidence in the AIR file:
Portrait uses sprite 9000,100
Stand is anim 0
Turnarounds are 5 and 6
Crouching, crouch, and standup are 10,11,12
Loads directly into mugen without modification
ETC.
KFM used as a base:
Normal attacks are anims 200+
crouching attacks are 400+
air attacks are 600+
Throw anims are 800+
Mugen required gethit sprites are all present (but not all of the required anims that use them)
Let's examine one of the states on its own, this is at the top of the file COMMON_DAMAGE_GUNSHI.STATE
[STATEDEFINE 3500]
#SET{
anim = 5051
movetype = H
ctrl = 0
system.ko_mode = 0
push_dv.x = 0.0
push_dv.y = 0.0
dv.x = 0.0
var_player_facing = enemy.mirror
dv.x = 3.0 * var_player_facing
dv.y = dv.y - 44.0
bound = 2
voice = 33
var_flag0 = 1
3500_combo_y = 0.0
}
#LEAVE{
ctrl = 1
}
#TRIGGER{
triggerall var_flag0 == 1
triggerall enemy.ID != 9
triggerall anim == 5051
triggerall enemy.combo > 20
trigger1 pos.x <= 200.0
trigger1 var_player_facing < 0
trigger2 pos.x >= 3000.0
trigger2 var_player_facing > 0
}EXEC{
var_flag0 = 0
3500_combo_y = 0.2 * enemy.combo
dv.y = dv.y + 3500_combo_y
}
#include common_movie_stop_auto.state
#TRIGGER{
trigger1 dv.y >= 0.0
trigger1 anim == 5051
}EXEC{
anim = 5061
}
#TRIGGER{
trigger1 bound <= 1
trigger1 bound_time == 0
trigger2 bound == 0
}EXEC{
state = 5075
return
}
I took the liberty of removing a lot of whitespace and comments. Look familiar? Let me rewrite it into a form you recognize.
[STATEDEF 3500]
anim = 5051
movetype = H //Valid types - H, L, I, K (gethit, liedown, idle, attack. Look familiar?)
ctrl = 0
system.ko_mode = 0
push_dv.x = 0.0
push_dv.y = 0.0
velset = 0.0
var_player_facing = enemy.mirror
velset = 3.0 * var_player_facing //System is a bit less robust, velocities must be flipped manually depending on facing
velset = Vel X, Vel Y - 44.0 //Gethit velocities are standardized.
bound = 2
voice = 33
var_flag0 = 1
3500_combo_y = 0.0 //Yes I know velset is in there three times, but that's literally what was written. In this script you have the ability to set arbitrary variables.
[State 3500, Varset]
type = varset
triggerall var_flag0 == 1
triggerall enemy.ID != 9
triggerall anim == 5051
triggerall enemy.combo > 20
trigger1 pos.x <= 200.0
trigger1 var_player_facing < 0
trigger2 pos.x >= 3000.0
trigger2 var_player_facing > 0
var_flag0 = 0 //Arbitrary
3500_combo_y = 0.2 * enemy.combo //Variable
Vel Y = Vel Y + 3500_combo_y //Setting
[State 3500, Changeanim]
type = changeanim
trigger1 = Vel Y >= 0.0
trigger1 = anim == 5051
value = 5061
[State 3500, End]
type = changestate
trigger1 = Gethitvar(isBound) <= 1 //lolololol redundant code
trigger1 = bound_time == 0 //bind.time in targetbind
trigger2 = Gethitvar(isBound) == 0
value = 5075
ctrl = 1 //The ctrl moved here because it used to be part of the LEAVE block executed by the return command.
Edit: Pure directionals are denoted by $ in front of the input such as $D $U $B $F