Show us a screenshot of you project and what you're trying to accomplish, without the code, just the visual of the game. Maybe it's simpler than you're saying and we are misunderstanding you.
If the game is not ready yet, make a mokup with all the items, texts, icons, etc, a complete example of the screen will give us a better idea than wall of texts.
[quote:2cmi7vqd]The challenge is then displaying BOTH the player instance variables AND the Enemy instance variables at the same time without having to recreate individual text objects for each type, which is the brute force method I've got working now. In other words, rather than txtType, txtName, txtArmor, etc., I have txtPlayerType, txtPlayerName, txtPlayerArmor,... AND txtEnemyType, txtEnemyName, txtEnemyArmor,...
Manipulate and find instance variables are very simple, in all the samples it was made with a single condition, also, updating texts instead of creating them.
[quote:2cmi7vqd]What I would like to do, but haven't found a way, is to have some routine which uses instances of the text objects themselves...
1) Checks the Character.Type.
2) IF "Player", use txtType(0), txtName(0), txtArmor(0), etc.
3) ELSE, use txtType(1), txtName(1), txtArmor(1), etc.
In the second example, I filtered the object and set the text without the need of setting anything, even a name for the text object, but if you want manipulate an existent text by searching an instance variable, it's even simpler.
In the screen bellow we have 3 objects with their static texts, an instance variable in each one to make us able to find who is who and fill them.
https://dl.dropboxusercontent.com/u/470 ... %20it.capx