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ADVR Modding Tools

ADVR Modding Tools

erthugames

|
159 installs
| (1) | Free
Provides specific linting tools for Ancient Dungeon VR development
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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More Info

ADVR Modding Tools

A Visual Studio Code extension providing linting and validation tools for Ancient Dungeon VR mods.

Features

  • Real-time linting of ADVR mod files
  • Validation of mod structure and required fields
  • Inline error and warning messages in the editor
  • Integration with VS Code Problems panel
  • Command palette action "Sort Translation CSVs" to alphabetize language/english.csv by the first semicolon-delimited column

Requirements

This extension requires Visual Studio Code version 1.60.0 or higher.

The sumneko.lua extension is installed automatically as a dependency by this extension for enhanced Lua language support and linting. No manual installation is required.

Make sure your ADVR mod files are accessible within your workspace for full functionality.

The Extension automatically downloads modding bindings (language server files) required by the extension.

Modding Help

Feel free to check out the Getting Started Guide, where we discuss all the different types of moddable content in the game and provide examples of how to create an ADVR mod.

Release Notes

The following version are avialable for the ADVR Modding Tools

Release 0.1.950 (ADVR Version ea0.1.9.5)

  • Adds "GetFirstMultiplierOrDefault" and "GetFirstAddendOrDefault" to PlayerStat, these can be used as the name suggests to get the first value for a certain ID, or if not present default to a specified value.
  • PlayerLiving's "DoHit" function now ignores the given damage value and uses the Mortality stat instead.
  • Introduced player.StoreSavedRunValue(key, value), player.LoadSavedRunValue(key, defaultValue), player.StoreSavedRunBool(key, value), player.LoadSavedRunBool(key, value), player.StoreSavedRunInt(key, value) and player.LoadSavedRunInt(key, value) to add a key/value store for run based states. It works similar to game.SaveBool etc. except the state is stored per run so it's different for arena runs and regular runs. This is useful to store the state of relics and whether or not they have already executed something. An example is "embroidered sleeve" which stores if it has rewarded the player with ethereal hearts after a boss fight and if it should deal extra damage. All states are reset when a player starts a new run so there's no manual clearing of keys and is automatically loaded when a player resumes a saved run. It's encouraged mods use their mod name in the key to avoid conflicts with other mods or even the base game.
  • Adds onPreMarkTriggered and onPostMarkTriggered. These events run before the mark trigger effect happens and after it happened. You can set currentCharge = 0 in preMarkTriggered to cancel a mark effect from happening
  • Expose augmentCrystalId.lua
  • Expose ADVRNetworkAnimator.lua
  • Expose BossInfo.lua
  • Expose BulletHoming.lua
  • Expose BulletHomingCrystalPlant.lua
  • Expose PlayerFog.lua
  • Expose UIBestiaryImage.lua
  • Expose specialEventGraph.lua
  • Adds IsLeftHandInteracting and IsRightHandInteracting to items
  • Adds damageType to BulletBase.lua

Older releases

Visit the Changelog for all other versions.

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