One of the things I want to try to do with VXA is set up a strange feature that makes a ghost enemy become more opaque the closer event gets to the player, thus making it somewhat invisible from a distance. The math behind it is simple, just good old geometry's distance formula, so it's very easy to determine the distance between the player and the enemy in question. What is NOT easy is figuring out how to manually write in the enemy's new opacity via scripting. It can be done via eventing, but it would take a LOT of conditional branches to make the process look smooth, when a single "$game_map.events[n].opacity = " would work a whole lot simpler and smoother if such a thing existed.
So what I want to ask is simple: What's the bloody coding for an event's opacity? x_x