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Adds chemical property encephalophrasive (#6567)
# About the pull request Adds a chemical property which causes pain but allows the host to communicate telepathically Encephalophrasive is made by mixing Nervestimulating, and Psychostimulating OD causes severe brain damage Critical OD causes paralysis It's not a mystery that I'm a comics nerd, and it's touched upon multiple times within the comics, and games that humans who have exceptionally strong wills (or have enhanced willpower due to drugs) are able to cause xenomorphs to 'falter' and pause for a moment before acting. While telepathy doesn't necessarily do that, it has the potential to do so. Additionally, humans (in real life) already transmit brainwaves to others and can percieve (at a very low level) other peoples brain waves, so it's not entirely sci-fi nonsense. # Explain why it's good for the game Provides an extremely fluffy way for researchers to communicate with xenomorphs and potentially eachother, as well as potentially making this a "Wanted" chem in the same way as DNA Disintegrating is. (Though probably to a significantly lesser degree) # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://youtu.be/qQ8JIavtHAA </details> # Changelog :cl: add: Adds the Encephalophrasive property for chemicals del: Removed bit of description that falsely said that higher potency affected clarity of messages fix: Removes focusing from the combination to prevent conflict between focusing and nerve-stimulating, thus preventing encephalophrasive from forming fix: Revises the second overdose to be for critical overdoses, as it was intended to be code: Swaps 'M' variables for 'chem_host' code: rehauled how ability 'giving' is handled, and is now only processed upon initial ingestion of the chemical instead of every tick add: Adds a brief piece of flavor text upon initial ingestion. /:cl: --------- Co-authored-by: harryob <[email protected]>
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