It would be nice if we could od simple Lua to AGS script function calls using the CallGameScriptFunction and QueueGameScriptFunction plugin API functions. Even though it's limited you can at least pass the proper parameters by reading them from Lua inside the AGS script function. Right?
And what about the undocumented bool Character.on property? That would be useful to easily hide the player character.
Oh, Lua + AGS, how have I ever been able to live without you?
Anybody ever wanted to do something like this?
player.Say( "Who's that behind the door? Hello?" );
dude.Say( "It's me. The dude." );
cutToRoom( ROOM_ON_THE_OTHER_SIDE_OF_THE_DOOR );
// Now we're in the other room and the script continues running...
dude.Say( "I'm right here, can't you see me?" );
player.Say( "Oh, there you are." );
cutToRoom( ORIGINAL_ROOM );
// And we're back...
player.Say( "Well, that was fun." );
Well, you can! I'll share all the neat stuff I've hacked up in my AGS-Lua framework sometime in June, once I'm finished with my game. Just don't expect everything to be consistent and pretty.