if you can't make it mui, make it MPI, and removing the waits is your choice
MPI is a gui trigger only for each player, but MUI is for every unit playing in the map.
i can make MPI not MUI, if you/i don't use wait, it'll become mui
like instant
my idea:
how about the tooltip
When the (Hero name) goes suicide, he uses his power to turn part of him self to a skeleton minion then revive.
i didn't see the spell, so is this fit to be the tooltip(your choice)
change the tooltip and the wait... remove it in order to make it MUI
the tooltip is not necessary to be changed, but change it so people will know what the spell means..
anyways, good luck!
your first try? +repz
EDIT:
i found a prob in your triggers!!!!
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Skeletal Tribute
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Events
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Unit - A unit Starts the effect of an ability
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Condition
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(Ability being cast) Equal to Skeletal Tribute
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Actions
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Set Temp_Point = (Position of(Triggering Unit)
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Unit - Kill (Triggering Unit)
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Set HeroLvl = (Hero Level of(Triggering Unit))
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SpecialEffect - Create a special effect at Temp_Point using Doodads/Cityscape/Props/CityGrave/CityGrave3.mdl
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Wait 6.00 game-time seconds
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Special Effect - Destroy (Last Created Special Effect)
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Special Effect - Create a special effect at Temp_Point using Abilities/Spells/Undead/AnimateDead/AnimateDeadTarget.mdl
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Unit - Create 1 Skeletal Mage for (Owner of (Triggering Unit) at Temp_point facing default building facing degrees
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Hero - Set (Last Created Unit) Hero-Lvl to HeroLvl, hide level up graphics
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Special Effect - Destroy (Last Created Special Effect)
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Trigger - Turn on Skeletal Tribute Summon <gen>
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Trigger - Run Skeletal Tribute Summon <gen>, checking conditions
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Custom Script: call RemoveLocation(udg_TempPoint)
Look at the Unit - Create 1 Skeletal Mage for (Owner of (Triggering Unit) at Temp_point facing default building facing degrees
it's wrong!!!
u should use via hero revive!!!
if you use that crapped kill and create again, that'll double the hero!! and the abilities learned won't be saved in the database!!
thank you for reading !! GOOD LUCK TO YOU!