def continuePowerRechargeEffect(self):
     for button in self.tray:
         if isinstance(self.tray[button], SkillButton) and not self.tray[button].isEmpty():
             if (WeaponGlobals.getIsShipSkill(self.tray[button].skillId) or WeaponGlobals.getIsCannonSkill(self.tray[button].skillId)) and self.tray[button].skillId != InventoryType.SailPowerRecharge:
                 self.tray[button].startPowerImpulse()
             
         self.tray[button].skillId != InventoryType.SailPowerRecharge
 def continuePowerRechargeEffect(self):
     for button in self.tray:
         if isinstance(self.tray[button], SkillButton) and not self.tray[button].isEmpty():
             if (WeaponGlobals.getIsShipSkill(self.tray[button].skillId) or WeaponGlobals.getIsCannonSkill(self.tray[button].skillId)) and self.tray[button].skillId != InventoryType.SailPowerRecharge:
                 self.tray[button].startPowerImpulse()
             
         self.tray[button].skillId != InventoryType.SailPowerRecharge
 def updateCharmSkills(self):
     self.rebuildSkillTray()
     for button in self.tray:
         if isinstance(self.tray[button], SkillButton) and not self.tray[button].isEmpty():
             if (WeaponGlobals.getIsShipSkill(self.tray[button].skillId) or WeaponGlobals.getIsCannonSkill(self.tray[button].skillId)) and self.tray[button].skillId != InventoryType.SailPowerRecharge:
                 self.tray[button].updateSkillRingIval()
             
         self.tray[button].skillId != InventoryType.SailPowerRecharge
 def updateCharmSkills(self):
     self.rebuildSkillTray()
     for button in self.tray:
         if isinstance(self.tray[button], SkillButton) and not self.tray[button].isEmpty():
             if (WeaponGlobals.getIsShipSkill(self.tray[button].skillId) or WeaponGlobals.getIsCannonSkill(self.tray[button].skillId)) and self.tray[button].skillId != InventoryType.SailPowerRecharge:
                 self.tray[button].updateSkillRingIval()
             
         self.tray[button].skillId != InventoryType.SailPowerRecharge
 def removePowerRechargeEffect(self):
     self.isPowerRecharged = False
     for button in self.tray:
         if isinstance(self.tray[button], SkillButton) and not self.tray[button].isEmpty():
             if (WeaponGlobals.getIsShipSkill(self.tray[button].skillId) or WeaponGlobals.getIsCannonSkill(self.tray[button].skillId)) and self.tray[button].skillId != InventoryType.SailPowerRecharge:
                 self.tray[button].stopPowerImpulse()
                 self.tray[button].updateSkillRingIval()
             
         self.tray[button].skillId != InventoryType.SailPowerRecharge
 def removePowerRechargeEffect(self):
     self.isPowerRecharged = False
     for button in self.tray:
         if isinstance(self.tray[button], SkillButton) and not self.tray[button].isEmpty():
             if (WeaponGlobals.getIsShipSkill(self.tray[button].skillId) or WeaponGlobals.getIsCannonSkill(self.tray[button].skillId)) and self.tray[button].skillId != InventoryType.SailPowerRecharge:
                 self.tray[button].stopPowerImpulse()
                 self.tray[button].updateSkillRingIval()
             
         self.tray[button].skillId != InventoryType.SailPowerRecharge