public static void HandlePlasmaCellPerk(NWPlayer player, NWObject target)
        {
            if (!player.IsPlayer)
            {
                return;
            }
            if (!_.GetHasFeat(Feat.PlasmaCell, player))
            {
                return;                                          // Check if player has the perk
            }
            if (player.RightHand.CustomItemType != CustomItemType.BlasterPistol &&
                player.RightHand.CustomItemType != CustomItemType.BlasterRifle)
            {
                return;                                                                 // Check if player has the right weapons
            }
            if (GetLocalBool(target, "TRANQUILIZER_EFFECT_FIRST_RUN") == true)
            {
                return;                                                                  // Check if Tranquilizer is on to avoid conflict
            }
            if (GetLocalBool(player, "PLASMA_CELL_TOGGLE_OFF") == true)
            {
                return;                                                          // Check if Plasma Cell toggle is on or off
            }
            if (GetLocalBool(target, "TRANQUILIZER_EFFECT_FIRST_RUN") == true)
            {
                return;
            }

            int perkLevel = PerkService.GetCreaturePerkLevel(player, PerkType.PlasmaCell);
            int chance;

            CustomEffectType[] damageTypes;
            switch (perkLevel)
            {
            case 1:
                chance      = 10;
                damageTypes = new[] { CustomEffectType.FireCell };
                break;

            case 2:
                chance      = 10;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell };
                break;

            case 3:
                chance      = 20;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell };
                break;

            case 4:
                chance      = 20;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell };
                break;

            case 5:
                chance      = 30;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell };
                break;

            case 6:
                chance      = 30;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell };
                break;

            case 7:
                chance      = 40;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell };
                break;

            case 8:
                chance      = 40;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell };
                break;

            case 9:
                chance      = 50;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell };
                break;

            case 10:
                chance      = 50;
                damageTypes = new[] { CustomEffectType.FireCell, CustomEffectType.ElectricCell, CustomEffectType.SonicCell, CustomEffectType.AcidCell, CustomEffectType.IceCell, CustomEffectType.DivineCell };
                break;

            default: return;
            }

            foreach (var effect in damageTypes)
            {
                if (RandomService.D100(1) <= chance)
                {
                    CustomEffectService.ApplyCustomEffect(player, target.Object, effect, RandomService.D6(1), perkLevel, null);
                }
            }
        }