Export multiple images with random layers

I have this texture file that has many different variations to it. (3 different kinds of pants, different hairpieces, some optional items, etc...)
What i want to do, is export it with random layers selected. (there are also folders inside, it's fine if i have to merge the folder into a single layer, but it would be better if it could treat the folders as a layer)
There are 2 layers that must always be on,
then there are 6 other layers that can be mixed and matched completely at random.
Finally: there are 3 layers that only one of them can be active at one time (if one is active, the other 2 cannot be). Those last 3 layers I wouldn't mind if i had to go through manually and remove the combinations that couldn't work, but it would be much better to have it automatic.
Is there any way to script this so that it exports all of these textures as *filename*_*variation#*.png

-the first 8 lines just make sure there is a valid document open, and if there is, find out the file path and everything
Correct.
But I cut corners, if I were more diligent I would also check for the existence of more than one layer and that the file has been saved at all (otherwise it has no path and an error occurs) etc.
-line 14 just makes sure it outputs no more than 20 images (which i find odd. the texture files are extremely small ~6.82 kb each, so loading them won't be a problem. it would be good if it got stuck in an infinite loop)
Feel free to change it to a higher number.
To create 100 files change to
for (var p = 1; p < 101; p++) {
Why is thearray2 put in thearray, but then never used separately?
The function RandomShow checks if the elements in the Array are Arrays themselves
if (theObject.constructor != Array) {
and just assumes it is a Layer if it is not an Array.
But when it is an Array the function RandomShow is run with that Arrays elements as arguments.
This is intended to enable the various rules – for example if you have two or more Layers of which only one may be visible you could put them in such an Array with minimal and maximal set to 1, which should only make one visible.
But – and again I should have included checks for this – you should not put a Layer in more than one Array.
In the example changing theArray2 to
var theArray2 = [[theLayers[0], theLayers[1], theLayers[2]], 1, 1, "no"];
would mean that 7, 8 and 9 would only be visible individually.
But as theArray2 is itself part of theArray it may be visible or not unless it is set as the baseLayer.
Or rather it would if I had not forget to check the baseLayer item for being an Array itself …
So please change the affected if-clause (should be about line 34) to
// show the baselayer;
if (baseLayer.constructor == Number) {
          var theObject = theArray[baseLayer];
// show baselayer if layer;
          if (theObject.constructor != Array) {
                    theObject.visible = true;
// run function if baselayer is an array;
          else {
                    RandomShow (theObject[0], theObject[1], theObject[2], theObject[3])
          maximal--
-baselayer is defined (but i can't find out where to input what it is, do i put it in place of the "no" on line 15?)
The function takes four arguments,
• the Array
• the minimum number of visible elements
• the maximum number of visible elements
• a layer that should always be visible identified by its place in the Array
So when invoking the function RandomShow and wanting the first layer in the Array to be visible it would be:
RandomShow (theArray, 1, 5, 0);
-for the layer array do I put in the actual layer names?
If you want to address a layer with teh name »Layer 1« by name (top level layers that is, layers in Groups are filial to the Group) you can use
myDocument.layers.getByName("Layer 1")
-If I currently have layers hidden, how would i tel it to not add those to be randomly shuffled and made visible (it was randomizing the texturemap and the other layer that is there for future reference into the compiled pngs)
Whether a Layer is visible or not is irrelevant in the curren tform of the Script, the Layers are addressed in the Array.
Introducing a check for visibility would be possible, but make the function a bit more convoluted as this would also affect the maximum number for example.
I don’t think I answered all questions, but maybe you’ve made progress on your own already and you can always post again if matters are still unclear.
Maybe the function is more complicated than it would need to be or maybe it will not be able to accomodate all your needs currently, but one could for example extend the baseLayer argument to an Array itself to have more than one element (either Layer or another Array) that will always be visible … there are still possibilities but the issue might be a bit complicated.

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    if any one has any tips of how to acheive this it would be much appreciated. Thanks in advance.
    fraser.

    This should set you on the right track:- import java.awt.*;
        import java.awt.event.*;
        import javax.swing.*;
        public class DragTwoSquares extends JApplet implements MouseListener, MouseMotionListener {  
           int x1, y1;   // Coords of top-left corner of the red square.
           int x2, y2;   // Coords of top-left corner of the blue square.
           /* Some variables used during dragging */
           boolean dragging;      // Set to true when a drag is in progress.
           boolean dragRedSquare; // True if red square is being dragged, false                              //    if blue square is being dragged.                            
           int offsetX, offsetY;  // Offset of mouse-click coordinates from
                                  //   top-left corner of the square that was                           //   clicked.
           JPanel drawSurface;    // This is the panel on which the actual
                                  // drawing is done.  It is used as the
                                  // content pane of the applet.  It actually                      // belongs to an anonymous class which is
                                  // defined in place in the init() method.
            public void init() {
                 // Initialize the applet by putting the squares in a
                 // starting position and creating the drawing surface
                 // and installing it as the content pane of the applet.
              x1 = 10;  // Set up initial positions of the squares.
              y1 = 10;
              x2 = 50;
              y2 = 10;
              drawSurface = new JPanel() {
                        // This anonymous inner class defines the drawing
                        // surface for the applet.
                    public void paintComponent(Graphics g) {
                           // Draw the two squares and a black frame
                           // around the panel.
                       super.paintComponent(g);  // Fill with background color.
                       g.setColor(Color.red);
                       g.fillRect(x1, y1, 30, 30);
                       g.setColor(Color.blue);
                       g.fillRect(x2, y2, 30, 30);
                       g.setColor(Color.black);
                       g.drawRect(0,0,getSize().width-1,getSize().height-1);
              drawSurface.setBackground(Color.white);
              drawSurface.addMouseListener(this);
              drawSurface.addMouseMotionListener(this);
              setContentPane(drawSurface);
           } // end init();
           public void mousePressed(MouseEvent evt) {
                  // Respond when the user presses the mouse on the panel.
                  // Check which square the user clicked, if any, and start
                  // dragging that square.
              if (dragging)  // Exit if a drag is already in progress.
                 return;           
              int x = evt.getX();  // Location where user clicked.
              int y = evt.getY();        
              if (x >= x2 && x < x2+30 && y >= y2 && y < y2+30) {
                     // It's the blue square (which should be checked first,
                     // since it's in front of the red square.)
                 dragging = true;
                 dragRedSquare = false;
                 offsetX = x - x2;  // Distance from corner of square to (x,y).
                 offsetY = y - y2;
              else if (x >= x1 && x < x1+30 && y >= y1 && y < y1+30) {
                     // It's the red square.
                 dragging = true;
                 dragRedSquare = true;
                 offsetX = x - x1;  // Distance from corner of square to (x,y).
                 offsetY = y - y1;
           public void mouseReleased(MouseEvent evt) {
                  // Dragging stops when user releases the mouse button.
               dragging = false;
           public void mouseDragged(MouseEvent evt) {
                   // Respond when the user drags the mouse.  If a square is
                   // not being dragged, then exit. Otherwise, change the position
                   // of the square that is being dragged to match the position
                   // of the mouse.  Note that the corner of the square is placed
                   // in the same position with respect to the mouse that it had
                   // when the user started dragging it.
               if (dragging == false)
                 return;
               int x = evt.getX();
               int y = evt.getY();
               if (dragRedSquare) {  // Move the red square.
                  x1 = x - offsetX;
                  y1 = y - offsetY;
               else {   // Move the blue square.
                  x2 = x - offsetX;
                  y2 = y - offsetY;
               drawSurface.repaint();
           public void mouseMoved(MouseEvent evt) { }
           public void mouseClicked(MouseEvent evt) { }
           public void mouseEntered(MouseEvent evt) { }
           public void mouseExited(MouseEvent evt) { }  
        } // end class

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