Roderick resurrected immediately after being killed, but neither of the two spiders summoned were resurrected even after their timer ran out.
I tested whether them dying mid-summon changed anything, and they still remained dead. For whatever reason, summons cannot be resurrected. Is there any proof to the contrary?
My bad, it seems that summons are exempt from char triggers.
They are characters though, as they are stored under the Characters node in savegames like any other character.
magic, great news

howd you do that?, as the only thing I can think of is the 3dscreenprint and those cant "capture" the skeleton(but im no coder) Good luck man, eagerly awaiting your release!
Mostly by reverse engineering the .GR2 format (as much as i can anyway).
A teaser: :P
https://dl.dropboxusercontent.com/u/32263228/dos/gr2/gr2_skel_export.png
On-topic again: If there is a way to give a character a script (for all enemies) you can use the spawncharacter on the died character( CharacterGetTemplate(_Me) ) etc.
I do not know what a scriptframe is for CharacterSetScriptframe(CHARACTER _Character,STRING _Scriptframe), someone can shed some light on this?
CharacterSetScriptframe selects the active script frame from the behavior script.
Like:
CharacterSetScriptframe(CHARACTER_CYS_Evelyn,"DeliverStoneToPatient");
... will trigger this:
SCRIPTFRAME DeliverStoneToPatient
ACTIONS
IF "c1"
IsEqual(%targetPatient,CHARACTER:CYS_ThelyronPatientSteven_e0da7c51-0ec0-491d-8d9a-85ff09511989)
THEN
CharacterMoveTo(%bed_04,0)
ELSE
CharacterMoveTo(%bed_03,0)
ENDIF
The bad news is that each character has a separate behavior script, so you'd have to rewire all of them separately.
The good news is that most of them #includes State_Manager.charScript, so modifying that may be a good starting point.
The really bad news is that (AFAIK) the state manager of dead characters is disabled, so switching to a "respawn me" behavior won't work for them

As an alternative maybe we could create a dummy "spawner" NPC, pass the to-be-resurrected NPC with CharacterSetVarCharacter, then set a behavior flag so that the behavior script is triggered, the script reads the characters position and respawns it like this:
CharacterGetTemplate(_Char, _Template);
GetPosition(_Char, _Pos);
SpawnCharacter(_Spawned, _Template, _Pos, 0);
CharacterDestroy(_Char);