These are not the core recipes. They are a small gallery of executable documentation: each module demonstrates several SSS primitives at once, stresses an interaction that a basic example does not, and states the catch before showing the YAML.
The shared rule is simple: SSS gets one shot when an object becomes active. Nothing here is a hidden polling loop or a substitute for an event-driven Lua script. Objects change when activation-time conditions match, and normal save-state semantics determine what remains changed, while once controls whether the rule may apply again.
Gallery
- The House Moves When You're Not Looking — accumulated relative transforms on fresh activation batches.
- Necromantic Compound Interest — generated-object feedback and a self-propagating undead population.
- Low Health Makes Vvardenfell Worse — persistent world scarring controlled by player health at activation time.
- Bad Weather Has Consequences — weather as a condition, never as a trigger.
- The Door Knows What You're Wearing — equipment and faction ownership becoming an access system.
- Caius Takes Weekends Off — the Tamrielic weekday as an activation-time world condition.
- You Probably Want Lua — the deliberate warning label for over-composing declarative rules.
The corresponding YAML files are source fixtures under Examples/. Copy one into scripts/staticSwitcher/data/ only after reading its catch. Several examples use FlexTag conventions or deliberately dramatic effects.