Oh no, you don't get it... RPG Maker HAS plenty of if/than/else stuff. It's just that it's VERY restricted on how and when we can use those. Usually cutscenes are very free, but scripting stuff in combat, while it uses similar code to cutscenes, can get pretty clunky thanks to how it loads events in a certain order and thus can skip another, and enemy AI is defined by a very small set of parameters with thresholds and probability.
For example, with liches I set their enemy-specific AI to only start using Mana Drain from their moveset after they fall below 50% MP. That's how RPGM's combat coding works best. It can only get values from the enemy itself, however, and not from other enemies or the player characters.
Meanwhile with ogres I had to write the code down in the event windows of the fight itself, like it was a cutscene. Those scripted OUTSIDE their AI tab. What I did was set a debuff on Jeanne at the start of the fight that makes her 900% more likely to be targeted than Lianna or Mao for lore reasons, it has an automatic event that plays once it reaches 50% HP or lower so it uses the Wild Rage skill, which it also uses at any time you try using Cindy's Incense inside the fight. Those scripted events have a lot of programming freedom, letting me get variables from any entity inside the combat or even global switches/variables (like checking where in the story you're at), but since they work like cutscenes they play on top of the actual turn-based combat, and whenever I force an enemy to take an action it's essentially an extra turn. RPGM tends to glitch out when I stack several event windows that uses different parameters so in a cutscene-heavy fight like the liches it's not a very good idea, in my experience, to force the liches to take certain actions.
Maybe there's a solution for this without plugins, but in the end it was too much trouble that it's worth. Plus, you can consider it an extra layer of strategy to keep your characters at low MP to troll the liches lol. Anyway, I hope that clarifies things.