Oh god, event systems get hard, real quick in complex projects...
If you want to rewrite the opponent's AI, try using weights and RNGs instead of pure if conditions, this time. By that, I mean:
For example if the opponent is shot, a number will add up to his 'anger meter' times his 'personality multiplier'. Then we generate a random number and if that number is smaller than the 'anger meter', the opponent makes a risky & aggressive decision.
I know this is a bit too complicated but it helps you to make different personalities for your opponents by just adjusting simple values. (like the 'personality multiplier')
This is """"kinda"""" similar to how real neural networks, work.
Also, if you need to put multiple bullets in a gun you don't have to use multiple conditions, instead you should probably use a for loop + condition combo.
Also also, RPGMaker's UI kinda reminds me of Audacity. It has a certain charm to it :P