Skip to content

fix(KillAura): fall back to configured weapons when shield breaking without an axe - #6716

Open
Eccys wants to merge 1 commit into
MeteorDevelopment:masterfrom
Eccys:fix/killaura-shield-break-fallback
Open

Eccys wants to merge 1 commit into
MeteorDevelopment:masterfrom
Eccys:fix/killaura-shield-break-fallback

Conversation

@Eccys

@Eccys Eccys commented Oct 15, 2026 •

Copy link
Copy Markdown
Contributor

Type of change

  • Bug fix
  • New feature

Description

When shield-break is enabled and a target blocks with a shield:

  1. acceptableWeapon() returned stack.getItem() instanceof AxeItem unconditionally, preventing KillAura from attacking with the player's normal configured weapon when no axe is available.
  2. When auto-switch is enabled and no axe is in the hotbar, InvUtils.findInHotbar(this::acceptableWeapon) returned slot = -1 (found() == false), and KillAura still called InvUtils.swap(-1, false) and marked swapped = true.

Allow axes in acceptableWeapon() when shouldShieldBreak() is true while falling back to the normal weapon filter if not holding an axe, and guard InvUtils.swap with if (weaponResult.found()).

Related issues

Closes #6611

How Has This Been Tested?

Compiled with ./gradlew compileJava and verified weapon selection and auto-switch fallback behavior.

Checklist:

  • My code follows the style guidelines of this project.
  • I have added comments to my code in more complex areas.
  • I have tested the code in both development and production environments.

@MineGame159

MineGame159 commented Oct 17, 2026 •

Copy link
Copy Markdown
Member

Could you resolve the merge conflict? Otherwise looks good.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

KillAura's shield-break weapon check doesn't verify the axe is actually equippable/available

2 participants