void main()
{
    object oGM = GetPCSpeaker();
    
    if (!GetIsObjectValid(oGM))
    {
        SendMessageToPC(oGM, "No valid speaker found.");
        return;
    }

    object oArea = GetArea(oGM);
    if (!GetIsObjectValid(oArea))
    {
        SendMessageToPC(oGM, "Could not determine player's area.");
        return;
    }

    object oTrap = GetFirstObjectInArea(oArea);
    object oValidTrap = OBJECT_INVALID;

    // Loop through all placeables in the area
    while (GetIsObjectValid(oTrap))
    {
        if (GetObjectType(oTrap) == OBJECT_TYPE_PLACEABLE && GetTag(oTrap) == "CAS_PLC_VFXTRAP")
        {
            oValidTrap = oTrap;
            break; // Stop at the first valid hazard found
        }

        oTrap = GetNextObjectInArea(oArea);
    }

    if (!GetIsObjectValid(oValidTrap))
    {
        SendMessageToPC(oGM, "No hazard found in this area.");
        return;
    }

    // Get dialogue node selection
    int nNode = GetSelectedNodeID();
    int nDamageType;
    string sType;

    switch (nNode)
    {
        case 1:  nDamageType = DAMAGE_TYPE_PIERCING;     sType = "Piercing"; break;
        case 2:  nDamageType = DAMAGE_TYPE_BLUDGEONING;  sType = "Bludgeoning"; break;
        case 3:  nDamageType = DAMAGE_TYPE_SLASHING;     sType = "Slashing"; break;
        case 4:  nDamageType = DAMAGE_TYPE_ACID;         sType = "Acid"; break;
        case 5:  nDamageType = DAMAGE_TYPE_COLD;         sType = "Cold"; break;
        case 6:  nDamageType = DAMAGE_TYPE_DIVINE;       sType = "Divine"; break;
        case 7:  nDamageType = DAMAGE_TYPE_ELECTRICAL;   sType = "Electrical"; break;
        case 8:  nDamageType = DAMAGE_TYPE_FIRE;         sType = "Fire"; break;
        case 9:  nDamageType = DAMAGE_TYPE_MAGICAL;      sType = "Magical"; break;
        case 10: nDamageType = DAMAGE_TYPE_NEGATIVE;     sType = "Negative"; break;
        case 11: nDamageType = DAMAGE_TYPE_POSITIVE;     sType = "Positive"; break;
        case 12: nDamageType = DAMAGE_TYPE_SONIC;        sType = "Sonic"; break;
        default:
            SendMessageToPC(oGM, "Invalid selection (Node ID: " + IntToString(nNode) + "). Please choose a valid option.");
            return;
    }

    // Apply the new damage type
    SetLocalInt(oValidTrap, "nDamageType", nDamageType);

    // Fetch updated hazard settings
    int nDC = GetLocalInt(oValidTrap, "nDC");
    string sDamage = GetLocalString(oValidTrap, "sDamage");
    float fFrequency = GetLocalFloat(oValidTrap, "fFrequency");

    // Send final message with updated hazard details
    string sReport = "=== Hazard Updated ===\n" 

                     "New Damage Type: " + sType + "\n" +
                     "======================\n"
                     "=== Current Hazard Settings ===\n"
                     "DC: " + IntToString(nDC) + "\n"
                     "Damage: " + sDamage + "\n"
                     "Damage Type: " + sType + "\n"
                     "Rate: Every " + FloatToString(fFrequency) + " seconds.\n"
                     "==============================";

    SendMessageToPC(oGM, sReport);
}
