Never mind I found how. I will post my solution Here in case you need it. Won't put it in code box because it's still wonky. Hopefully this is not confused as self bumping.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Party Dying Battle BGM
# Version: 1.0
# Author: DiamondandPlatinum3
# Date: September 5, 2012
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Description:
#
# This script allows you to play an in-danger BGM when your party HP or
# singular actor hp is below a certain point.
# Similar to Pokemon Black and White when your lead pokemon is in danger
# of fainting.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#------------------------------------------------------------------------------
# Instructions:
#
# - All you have to do is go into the editable region and change the
# appropriate settings to suit your needs.
#
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
module DP3_PartyDyingBGM
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# -=
# Editable Region //// ==
# =-
#-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# BGM, Volume, Pitch
# if you want the Battle BGM to play at a different volume or pitch
# Set the DyingBGM Filename value to nil
# Filename, Volume Pitch ]
DyingBGM = [ "Wingless", 100, 100 ]
# Should the check be for the total party hp or for single actors
# true = Entire Party, false = singular actor
EntirePartyHP = true
# This is the Percentage of Total Health (or below) that your party or actor
# must have left in order for the Dying BGM to play, this is a perentage out of
# 100.
# Play around with it to achieve your desired amount
HP_Percentage = 33
# Do you want to see a messagebox teling you when your breaking point
# will be?
# This is for debug purposes, set it to false after finished.
PrintBreakingPoint = false
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
end # of Editable Region
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
#---------------------------------------------------------
# No touchie past here unless you know what you are
# doing. Failure to heed this warning could cause your
# computer to yell and scream at you.
#
# Edit at your own risk.
#--------------------------------------------------------
class Game_Troop < Game_Unit
def getTroop
@troop_id
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
attr_accessor :current_death_bgm
alias playpartydyingbgm_start start
def start
playpartydyingbgm_start
@partytotalhp = checkpartytotalhp
@current_battle_bgm = RPG::BGM.last
@current_death_bgm = RPG::BGM.new(*DP3_PartyDyingBGM:

yingBGM)
@playing_death_bgm = false
case $game_troop.getTroop
when 1 then @current_death_bgm = RPG::BGM.new("bane", DP3_PartyDyingBGM:

yingBGM[1],DP3_PartyDyingBGM:

yingBGM[2])
when 8 then @current_death_bgm = RPG::BGM.new("AiwolowHP", DP3_PartyDyingBGM:

yingBGM[1],DP3_PartyDyingBGM:

yingBGM[2])
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias playpartydyingbgm_update update
def update
#////////////////////////////////////////////
if checkifindanger
playdyingbgm
else
partydyingbgm_replaybattletheme
end
#////////////////////////////////////////////
playpartydyingbgm_update
end
#--------------------------------------------------------------------------
# * Check if in danger
#--------------------------------------------------------------------------
def checkifindanger
return checkpartyremaininghp if DP3_PartyDyingBGM::EntirePartyHP
return checkactorremaininghp
end
#--------------------------------------------------------------------------
# * Check Party Total HP
#--------------------------------------------------------------------------
def checkpartytotalhp
partytotalhp = 0
$game_party.battle_members.each do |actor|
partytotalhp += actor.mhp
msgbox_p(actor.name + "'s Breaking Point is: " + ((actor.mhp * (DP3_PartyDyingBGM::HP_Percentage.to_f * 0.01)).to_i).to_s) if DP3_PartyDyingBGM:

rintBreakingPoint
end
msgbox_p("Entire Party Breaking Point is: " + ((partytotalhp * (DP3_PartyDyingBGM::HP_Percentage.to_f * 0.01)).to_i).to_s) if DP3_PartyDyingBGM:

rintBreakingPoint
return partytotalhp
end
#--------------------------------------------------------------------------
# * Check Party Remaining HP
#--------------------------------------------------------------------------
def checkpartyremaininghp
partycurrenthp = 0
$game_party.battle_members.each do |actor|
partycurrenthp += actor.hp
end
return (partycurrenthp < (@partytotalhp * (DP3_PartyDyingBGM::HP_Percentage.to_f * 0.01)).to_i)
end
#--------------------------------------------------------------------------
# * Check Actor Remaining HP
#--------------------------------------------------------------------------
def checkactorremaininghp
$game_party.battle_members.each do |actor|
return true if ((actor.hp < (actor.mhp * (DP3_PartyDyingBGM::HP_Percentage.to_f * 0.01)).to_i) && actor.hp != 0)
end
return false
end
#--------------------------------------------------------------------------
# * Play "Dying BGM"
#--------------------------------------------------------------------------
def playdyingbgm
if !@playing_death_bgm
@current_battle_bgm = RPG::BGM.last
@playing_death_bgm = true
if samenormalanddyingbgm?
switchtodyingbgmparams
else
@current_death_bgm.play(@current_death_bgm.pos)
end
end
end
#--------------------------------------------------------------------------
# * Same Normal and Dying BGM?
#--------------------------------------------------------------------------
def samenormalanddyingbgm?
return true unless DP3_PartyDyingBGM:

yingBGM[0]
return @current_battle_bgm.name == @current_death_bgm.name
end
#--------------------------------------------------------------------------
# * Switch to Dying BGM Params
#--------------------------------------------------------------------------
def switchtodyingbgmparams
RPG::BGM.new(@current_battle_bgm.name,
DP3_PartyDyingBGM:

yingBGM[1],
DP3_PartyDyingBGM:

yingBGM[2]).play(@current_battle_bgm.pos)
end
#--------------------------------------------------------------------------
# * Replay Battle BGM
#--------------------------------------------------------------------------
def partydyingbgm_replaybattletheme
if @playing_death_bgm
@playing_death_bgm = false
@current_death_bgm = RPG::BGM.last
@current_battle_bgm.play(samenormalanddyingbgm? ? @current_death_bgm.pos : @current_battle_bgm.pos)
end
end
end