Are there any repercussions to adding hero abilities to non-heroes?
What I want to achieve:
A custom item with an active Entangling Roots ability that can target magic-immune units (after all Entangling Roots seem to be a physical effect)
How I intend to achieve:
- The custom item will cast a channel-based physical spell which creates a dummy caster
- Add a custom ultimate Entangling Roots hero ability to dummy caster and order dummy caster to cast on target
I've tested this method and it seems to work, except the Entangling Roots do no damage to magic immunes (small problem since the damage can be triggered).
So I'll like to know if there are any weird problems that arise from giving hero abilities to units that are not heroes and also if there is a better way to make native abilities (such as storm bolt, drunken haze, etc) target magic immunes, since WC3 only has 2 native physical abilities (web and ensnare).
What I want to achieve:
A custom item with an active Entangling Roots ability that can target magic-immune units (after all Entangling Roots seem to be a physical effect)
How I intend to achieve:
- The custom item will cast a channel-based physical spell which creates a dummy caster
- Add a custom ultimate Entangling Roots hero ability to dummy caster and order dummy caster to cast on target
I've tested this method and it seems to work, except the Entangling Roots do no damage to magic immunes (small problem since the damage can be triggered).
So I'll like to know if there are any weird problems that arise from giving hero abilities to units that are not heroes and also if there is a better way to make native abilities (such as storm bolt, drunken haze, etc) target magic immunes, since WC3 only has 2 native physical abilities (web and ensnare).