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 nDC;

    switch (nNode)
    {
        case 0: nDC = 30; break;
        case 1: nDC = 35; break;
        case 2: nDC = 40; break;
        case 3: nDC = 45; break;
        case 4: nDC = 50; break;
        case 5: nDC = 55; break;
        case 6: nDC = 60; break;
        case 7: nDC = 65; break;
        case 8: nDC = 70; break;
        case 9: nDC = 75; break;
        case 10: nDC = 80; break;
        default:
            SendMessageToPC(oGM, "Invalid selection (Node ID: " + IntToString(nNode) + "). Please choose a valid option.");
            return;
    }

    // Apply the new DC value
    SetLocalInt(oValidTrap, "nDC", nDC);

    // Fetch updated hazard settings
    int nUpdatedDC = GetLocalInt(oValidTrap, "nDC");
    string sDamage = GetLocalString(oValidTrap, "sDamage");
    int nDamageType = GetLocalInt(oValidTrap, "nDamageType");
    float fFrequency = GetLocalFloat(oValidTrap, "fFrequency");

    // Convert damage type to a readable string
    string sType;
    
    switch (nDamageType)
    {
        case DAMAGE_TYPE_ACID:        sType = "Acid"; break;
        case DAMAGE_TYPE_COLD:        sType = "Cold"; break;
        case DAMAGE_TYPE_DIVINE:      sType = "Divine"; break;
        case DAMAGE_TYPE_ELECTRICAL:  sType = "Electrical"; break;
        case DAMAGE_TYPE_FIRE:        sType = "Fire"; break;
        case DAMAGE_TYPE_NEGATIVE:    sType = "Negative"; break;
        case DAMAGE_TYPE_POSITIVE:    sType = "Positive"; break;
        case DAMAGE_TYPE_SONIC:       sType = "Sonic"; break;
        case DAMAGE_TYPE_MAGICAL:     sType = "Magical"; break;
        case DAMAGE_TYPE_PIERCING:    sType = "Piercing"; break;
        case DAMAGE_TYPE_BLUDGEONING: sType = "Bludgeoning"; break;
        case DAMAGE_TYPE_SLASHING:    sType = "Slashing"; break;
        default:                      sType = "Unknown"; break;
    }

    // Send final message with updated hazard details
    string sReport = "=== Hazard Updated ===\n"
                     "Dialogue Node Selected: " + IntToString(nNode) + "\n"
                     "New DC Value: " + IntToString(nUpdatedDC) + "\n"
                     "======================\n"
                     "=== Current Hazard Settings ===\n"
                     "DC: " + IntToString(nUpdatedDC) + "\n"
                     "Damage: " + sDamage + "\n"
                     "Damage Type: " + sType + "\n"
                     "Rate: Every " + FloatToString(fFrequency) + " seconds.\n"
                     "==============================";

    SendMessageToPC(oGM, sReport);
}
