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Swapping Hotbar Slot

Discussion in 'General Suggestions' started by Biff, Aug 22, 2025.

?

Yes?

  1. Yes

    1 vote(s)
    33.3%
  2. No

    1 vote(s)
    33.3%
  3. With Changes

    1 vote(s)
    33.3%
  4. Not possible

    0 vote(s)
    0.0%
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  1. Biff

    Biff Well-Known Adventurer

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    In the game currently, when you cast a spell and then switch to a different inventory slot, the spell stops and you lose your powder special build up. I think this shouldn't happen. Instead, the damage should be counted from the weapon you casted with and continue after you move away from the weapon. This would be helpful in certain situations; for example, if you were low on health but just cast a spell, now you would be able to drink a health pot without getting rid of the spell/powder special. To prevent people from using one weapon to get low mana cost and then switching to a new weapon for increased damage, when you switch to another weapon, everything would reset like normal. Similarly, using a horse/boat, entering UIs, or not holding the weapon for ~0.5-1 minute would also reset everything.
     
  2. Spaghetti Man

    Spaghetti Man The Spaghetti Man

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    Minecraft:
    I think the biggest problem with it is the inconsistency. Some passive abilities stay active but others don't and it's really weird so I think abilities should stay active when switching your hotbar slot given that potions exist. If the problem is something along the lines of switching your weapon to change the DPS of an active ability, then they could make it so that your ability is affected by the weapon use activated it with, not changing for the duration.
     
    Elytry and Biff like this.
  3. Elytry

    Elytry Spitballer of the Architects

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    it's real weird right now, but I don't think what weapon is the concern. Jasmine Bloom stays active, it just does no damage. Totems vanish, clones vanish. For some reason puppets stay. Idk about trapper summons but the point is that is it's irregular.
     
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