I want to thank everyone for looking into this. But, I was finally able to find a way to make it work. I'll explain how I did it in case anyone is interested. In order to create an automatic revive technique, you will have to build the skill under the Troops tab. The only downside to this is that you will have to copy and paste it into each troop if you want your character to be able to do this in any battle. Anyway, you start by looking at the battle event section of this tab, and set your first page with the following:
Condition: Turn 0
Span: Battle
Now, you create the first event, which will be to turn on a switch, which you can name whatever you wich. I named mine "revive". When you are done, it should similar to this:
@>Control Switches: [0001: revive]=ON
Basically, this prepares your Reviving skill for activation, but it will not initiate it on its own. Next, you are going to create a new event page by clicking on the NEW EVENT PAGE button. Set this new page to the following condition and span:
Condition: Turn 1X & Switch: [0001: revive] is ON
Span: Turn
In other words, this is saying that your skill will activate once per turn as long as the revive switch is ON. But wait a minute, you say, what about making the skill so that you could only use it once per battle? It can be done! It's quite simple, really. All you have to do is add a conditional branch that states which character must be KO'd for the event to activate. So, even though it "activates" every turn by default, nothing will happen unless the designated character has been knocked out. You can customize your event page to add sounds or animations if you like. For instance, this is what mine looks like:
@>Conditional Branch: [Aaron] is [Knocked Out] inflicted
@>Text: Spontaneous Recovery---Activated!
@>Change State: [Aaron], -[Knocked Out]
@>Show Battle Animation: Actor No.1 [Raise 2]
@>Change HP: [Aaron] +199
@>Change Switches: [0001: revive]=OFF
Here's what's happening. The conditional branch tells the skill to activate. It will do so before you and the enemy start trading attacks, but after you choose your moves for your party members. The text command (or Message Command) displays the name of the skill. By default, it will appear at the top of the screen. This is there to tell the player what's going on. Use the Change State command to remove the state "Knocked Out" (or whatever your equivlent is) from your target character, or, if you choose, your whole party. Just be sure you are consistant with what you put in the Conditonal Branch command. By removing knockout, you will automatically be placed at 1HP. To raise this to the desired amount (in my case, 200) use the Change HP command. Finally, be sure to turn off the switch, thereby preventing its further use in this battle.
And so, that's how it's done. If anyone else figures out another way to do it, I'd love to hear about it. There are two downsides to this method: (1) You have to edit them throught the Troops tab, and not as actual skills, and (2) Your character will not be revived if he/she is the only party member, and/or the last one to be KO'd. These are minor setbacks, in my opinion, and I am willing to deal with them. Once again, thanks to everyone who helped out!