I always set cursors on beginsprite handlers like:

on beginSprite me
sprite(me.spriteNum).cursor = 280
end

Then I don't have to reset it on mousleave or worry 'bout some global setting of the 
cursor. This sprite always have this cursor

John


> >You are going the complicated route.  Just use the mouseOverButton property
> >of any Flash sprite.  Example:
> >if sprite(2).mouseOverButton=true then
> >   cursor 280
> >else
> >   cursor -1
> >end if
> >This way if the cursor is over any button in the specified Flash sprite, it
> >will be a hand, otherwise it will be the arrow.
> >Stick the if statement inside of the on mousewithin handler.
> 
> 
> That's a good tip, I didn't know about the mouseoverbutton of sprite property.
> 
> One thing to think about with cursor control is whether other sprites 
> are going to set it to something else. For example, if you were 
> pointing at a non-flash sprite that you wanted to show the hand 
> cursor, the above script might wreck that, because it sets the cursor 
> to the arrow if you're not over a button of that sprite. If the other 
> sprite was in a later channel you would be ok, but you might get some 
> cursor flickering as they fight it out.
> 
> The way I do cursors is like this:
> 
> global thecursor
> 
> on exitframe
>     cursor thecursor
>     thecursor = -1
>     go the frame
> end
> 
> Then, in any sprite that might think differently I modify the global 
> (taking the above example):
> 
> global thecursor
> 
> on prepareframe me
>     if sprite(2).mouseoverbutton=true then thecursor = 280
> end
> 
> 
> 
> If no sprite has said otherwise, the cursor will be the arrow, but if 
> any of the sprites set thecursor to another value, the topmost sprite 
> will win, and that's what the cursor will be like.
> 
> 
> -- 
> 
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> 


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