I think he's referring to Hitpoint-driven coding, not text-driven coding that retrieves a mob's hitpoints and outputs it.
IE Terris Thule encounter. Butterflies spawn at 75%, AE 15 buff dispell at 50%, 4 Gargoyles at 25%.
I'm sure there's workarounds to get the same effect done, but a hitpoint-driven event would be useful, as well. Don't know the Perl quest system, so this syntax may be completely wrong. Just giving a rough example.
ie
Code:
Event_HP (75) {
quest::emote("Terris Thule calls forth nightmarish wraiths");
for (x = 0, x < 21, x++) {
quest::spawn(a_nightmare_wraith, race, etc, etc);
}
}
Event_HP (50) {
quest:cast(WhateverTheAEDebuffSpellNumberIs);
}
Event_HP (25) {
for (x = 0, x < 4, x++) {
quest::spawn(a_gargoyle_thinger, etc);
}
}