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 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