Stop being a punching bag!!!!
In buff.xml
<!-- *** buffCumChanceCH -->
<!-- TRIGGERED_BY: Entity Class = playerMale -->
<!-- Cumulative handler for each hit taken by an entity that lowers BuffResistance -->
<buff name="buffCumChanceCH" name_key="Cumulative Crit %" icon="ui_game_symbol_percent" icon_color="255,255,0" icon_blink="false" hidden="true">
<damage_type value="disease"/>
<duration value="15"/>
<display_value_key value=" CC {0:0.0}%"/>
<display_value value=".cumResistChanceCHDisplay"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"/>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0"/>
<!-- bonus hit on the first one -->
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".12">
<requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="Equals" value="0"/>
</triggered_effect>
<!-- every successive hit will beat down the value this much -->
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value=".19"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="1.1">
<requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="GT" value="1.1"/>
</triggered_effect>
<!-- chance decays back to normal every second by this value -->
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="add" value="-.003"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar="$cumResistChanceCH" operation="set" value="0">
<requirement name="CVarCompare" cvar="$cumResistChanceCH" operation="LT" value="0"/>
</triggered_effect>
<passive_effect name="BuffResistance" operation="base_subtract" value="@$cumResistChanceCH" tags="buffFatiguedTrigger,buffArmSprainedCHTrigger,buffLegSprainedCHTrigger,buffLaceration,buffInfectionCatch,buffAbrasionCatch,buffInjuryStunned01CHTrigger,buffInjuryBleedingTwo,buffInjuryBleedingBarbedWire"/>
<!-- remember to update buffDrugHealthBar with the 50% resist -->
</effect_group>
<effect_group name="display">
<triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="0"/>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="0"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="set" value="@$cumResistChanceCH"/>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="multiply" value="100"/>
<triggered_effect trigger="onSelfBuffStack" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50">
<requirement name="HasBuff" buff="buffDrugHealthBar"/>
</triggered_effect>
<triggered_effect trigger="onSelfBuffUpdate" action="ModifyCVar" cvar=".cumResistChanceCHDisplay" operation="add" value="-50">
<requirement name="HasBuff" buff="buffDrugHealthBar"/>
</triggered_effect>
</effect_group>
</buff>
After that, you see the various injury buffs