I think there are situations where trinityexploredungeon could need more endtypes than the current ones. For example when you hunt a raremob in a specific area or scene.
Since the name of related scenes always look similar there are probably many ways to use this.
I used this on the AngelicShard Profile and it really comes in handy and shortens the profile A LOT.
The changed TrinityExploreDungeon.cs as attachment. Usage at the example of the AngelicShard Profile in Act5:
Code:
<TrinityExploreDungeon questId="1" until="SceneLeftOrActorFound" sceneName="island" actorId="360243" timeoutType="GoldInactivity" timeoutValue="60" ignoreMarkers="True" boxSize="20" boxTolerance="0.2" pathPrecision="10" objectDistance="20">
<AlternateScenes>
<AlternateScene sceneName="Exit" />
</AlternateScenes>
</TrinityExploreDungeon>
It searches for actor with id 360243 and does that while in scenes containing the Strings "island" and "Exit". Should be clear I think
It would be really nice if you can add this code to the next Trinity Build. It would make sense to implement the same behavior for areaIds if someone needs it.