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You could try to use some of the other unit classification flags to kludge this targeting paradigm together, but that might have AI behavior implications or require setting a lot of OE data fields.
That is quite cool! Ability doesn't have to be removed on-cast to clear the green border; you can hide+disable on the UI then undo that (better to avoid removing abilities that will need to be made permanent again). In case the above map is lost to time, the method shown by [db]east is:
Three separate copies of the ability with different targeting paradigms.
Default can target NOTHING.
Enemy Hero and Allied Non-Hero each target what they say they'll target and otherwise have the same mana cost/range/etc. as the default version.
Non-Default are hidden from the UI with button position 0,-11 since they are never chosen to cast by the player (but incidentally cast based on the target you click on).
Give all 3 abilities to the unit. Use a trigger like this to refresh the UI's green border on the icon. It does require you to manually put the abilities on cooldown so won't work for older patches and requires a small amount of planning/data input.
Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Storm Bolt (Enemy Hero)
(Ability being cast) Equal to Storm Bolt (Friendly Non-hero)
Actions
Unit - For (Triggering unit), Ability Storm Bolt (Default), Disable ability: False, Hide UI: True
Unit - For (Triggering unit), Ability Storm Bolt (Default), Disable ability: False, Hide UI: False
Unit - For Unit (Triggering unit), start cooldown of ability Storm Bolt (Default) " over "2.00 seconds.
Unit - For Unit (Triggering unit), start cooldown of ability Storm Bolt (Enemy Hero) " over "2.00 seconds.
Unit - For Unit (Triggering unit), start cooldown of ability Storm Bolt (Friendly Non-hero) " over "2.00 seconds.
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