I'm trying to make a list of all the things that are unlikely to be coded into DotA, because they are either uncodable, would have serious drawbacks or require too much extra coding. [nqb]So, here it is, the B.L.U.T. : [goanchor=link]Dynamically modifying attack range[/goanchor] Buff Timers Manipulation of cooldowns, checking cooldowns. Detecting whether damage comes from spells or from attacks. Detecting critical strikes/bashes/evasion. Spell Reflection [/nqb] If possible give a reason. [a=link]Dynamically modifying attack range[/a] : one way to increase attack range is with an upgrade, which cannot be taken back and would require something like resetting the model, which would interrupt orders and such. another way would be via an arrow effect which does nothing, but has various cast ranges at different levels, and make it so that whenever you try to attack outside normal range, the arrow effect will be casted instead. But this would override most attack modifiers you have.