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This is the closest I have seen:
Event based case:
+minturn <turn nbr>
+chance <percent>
+season <0-3>
(0=summer, 1=autumn, 2=winter, 3=spring)
+seasondelay <1-3>
(3=early (guaranteed to only happen once per season), 2=mid, 1=late)
+varequal <var> <value>
(var = 0-999, true if variable equals value)
+varlesser <var> <value>
(true if the variable is less than value)
+minturn <turn nbr>
[Marlin]
Wow! It does seem that event triggers can be logically negated with a minus instead of a plus!
[carn112004]
E.g.:
squareevent
+terrain 127
-class -3 "Sylvan Queen"
alterterrain 4
endevent
or in defining a monster:
growtime <value>
(will grow into next monster after about value turns)
growoffs <value>
(to become other than next monster)
Monster
-----------------
I wouldn't say I know they were implemented as expected but that said I imagine they've been tested.
As Zenithir mentioned "growtime" is best you are going to get in CoE.
line troopers growing into special weapon toters. Magic items did screw with the evolution process. Back in COE3 the Draconian mod had dragon whelps that would swallow whole to inflate their hp values until they evolved.