No, currently AGS script provides no means to know available resolutions of your display.
System.ScreenWidth/Height is not what you would think they are; as manual states their values are rather ... peculiar:
Quote
Returns the actual screen width that the game is running at. If a graphic filter is in use, the resolution returned will be that before any stretching by the filter has been applied. If widescreen side borders are enabled, the screen width reported will include the size of these borders
This is because how AGS worked before 3.4.0 - the black borders were part of game drawing routine. Now they are not.
Since 3.4.0 System.ScreenWidth/Height will return same values as ViewportWidth/Height, except the case when the game is designed with "letterbox" mode option in General Settings.
This was left for backwards compatibility (some games use them for calculating coordinates, although game developers should not normally do that).
This may change sometime in future, but now it is like this.
Quote from: Ronsen on Tue 03/02/2015 11:43:20
So if I divide desktop.height/game.height and desktop.width/game.width each and take the lowest value as my max scale....that should work as well for custom game resolution right?
Yes, it is that simple.