Accessing Captivate 6 with Flash 6 AS3

Is there no simple way to just change this code to make a drag and drop interaction work in CP6 that used to work in CP5.5? See bold text below...
It could be some time before we get the CP8 upgrade which includes D&D natively. (I'm using CP6 on a standalone computer without internet access, so can't download the new D&D widget.)
I've been searching for some time for a better answer than to use the WidgetFactory to redo the whole thing.
I tried the New>Widget in Flash option, but there is no guidance for using that intimidating looking page of code that pops up.
Is there a basic tutorial for using that somewhere?
thanks.
alan
import flash.display.MovieClip;
var dragArray:Array = [POS, PAS, PEC, RGR, AFSC, GRD, OSC];
var matchArray:Array = [POSMatch, PASMatch, PECMatch, RGRMatch, AFSCMatch, GRDMatch, OSCMatch];
var currentClip:MovieClip;
var startX:Number;
var startY:Number;
var counter:Number;
var resText:String;
counter = 0;
for(var i:int = 0; i < dragArray.length; i++) {
    dragArray[i].buttonMode = true;
    dragArray[i].addEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
    //matchArray[i].alpha = 0.2;   
function item_onMouseDown(event:MouseEvent):void {
    currentClip = MovieClip(event.currentTarget);
    startX = currentClip.x;
    startY = currentClip.y;
    addChild(currentClip); //bring to the front
    currentClip.startDrag();
    stage.addEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);
function stage_onMouseUp(event:MouseEvent):void {
    stage.removeEventListener(MouseEvent.MOUSE_UP, stage_onMouseUp);
    currentClip.stopDrag();
    var index:int = dragArray.indexOf(currentClip);
    var matchClip:MovieClip = MovieClip(matchArray[index]);
        if(currentClip.hitTestObject(matchClip)) {
        //a match was made! position the clip on the matching clip:
        currentClip.x = matchClip.x;
        currentClip.y = matchClip.y;
        counter++;
            trace(counter);
            //counter.text = counter;
            if (counter == 7) {
            resTextbox.text = "Correct! Click the Next button to continue...";
            //pop-up award graphic if wanted...
            //iApprovePNG_mc.gotoAndPlay(2);
            //This is to tell Captivate to continue (after the interaction)
            var myRoot:MovieClip = MovieClip(root);
            var mainmov:MovieClip = MovieClip(myRoot.parent.root);
            mainmov.FlashDone = 1;
        //make it not draggable anymore:
        currentClip.removeEventListener(MouseEvent.MOUSE_DOWN, item_onMouseDown);
        currentClip.buttonMode = false;
    } else {
        //match was not made, so send the clip back where it started:
        currentClip.x = startX;
        currentClip.y = startY;

if flash is throwing errors, then it's possible the scoping is off and still accessing the flash timeline, not the captivate timeline
you can try and keep adding extra .parent one at a time like this:
var captivateVariables:* = Object(parent.parent).getMovieProps().variablesHandle;
var captivateVariables:* = Object(parent.parent.parent).getMovieProps().variablesHandle;
var captivateVariables:* = Object(parent.parent.parent.parent).getMovieProps().variablesHandle;
var captivateVariables:* = Object(parent.parent.parent.parent.parent).getMovieProps().variablesHandle;
var captivateVariables:* = Object(parent.parent.parent.parent.parent.parent).getMovieProps().variablesHandle;
see this about getMovieProps()

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