Hi,
I went through almost all original witcher 2 quest logs to see, if there is "counting" as you describe, but didn't find anything.
Only thing that was injected to quest short TODOs were key bindings, but I am not sure where are they loaded from.
But it is still possible to count for some actions, e.g. killing monsters.
There are two approaches that I know.
You can spawn monsters by encounter area or community.
As I understand it, encounter area spawns its entities automatically at the start of the game, so it servers more like to "spawn all non important monsters, which will spawn and respawn all the time not depending on story or quests state".
With community you have better control about what you want to spawn, despawn, if you want to respawn, and so on. It enables you to spawn monsters to kill only at certain moment of quest.
So for this kind of quest, it may be better to use community.
Anyway:
1 - a) area environment solution
Open monster entity you are spawning and add tag to it.
1 - b) community solution
Open monster entity you are spawning and add tag to it OR
define "entity spawn tag" in community definition. It disables all tags from entity template and sets only tag(s) specified here - it may be good in some situations.
2 - for both 1 solutions)
In quest file, create condition block by right clicking to blank space and selecting flow control - pause, or condition.
Condition processes instantly and returns true/false, pause waits till condition is true.
You can use CquestFightCondition and specify:
tag - entity template tag
reference value - how many entities with tag should be "damage mode"
damage mode - list of actions, eg. killed, aarded, and so on...
or CquestActorCondition:
actor tag - tag of entity template
check type - e.g. is killed,...
CquestFightCondition is probably meant for many entities, while CquestActorCondition is probably only for only single one.
You could also store value of killed to factsDb, for other quests, but i will not mention it now.
3) Rendering
As I mentioned above, I think it is not possible to render value, e.g. from factsDb to quest log short TODO.,
but as brute force, you can create many quest phases and track them for each unit or unit sequence kill.