Passing a variable's associated number between "for" loops & functions?

Hi,
I seem to be having a problem understanding how variable information can be passed between functions and arrays.
I have variable "grab" set up as a Number.
var grab:Number;
My intent (I'll do my best to explain) is to have a number "attached" to grab when it is first mentioned in this function, itemClick.
These should be all the relevant arrays:
clickItemArray = [scene_Camp.wood, scene_Ax.ax]
itemUsableArray = [wood2, ax2]
sceneGuyArray = [scene_Camp.guy_Camp, scene_Ax.guy_Ax]
function itemClick(event:MouseEvent) {
                for (grab = 0; grab<clickItemArray.length; grab++) {
                        if(clickItemArray[grab].hitTestPoint(mouseX, mouseY, true)) {
                                addEventListener(Event.ENTER_FRAME, itemRemoval);
                                sceneGuyArray[grab].gotoAndPlay("guy_Notice");
                                trace("guy_Notice");
I would like to have the number established with grab (it would either be a 0 or 1, as clickItemArray,  sceneGuyArray, and itemUsableArray) be able to be passed into the next relevant function, itemRemoval. I was hoping to use variables so I could use the same function for whatever item was clicked upon. For example, if the clickItemArray item was 1 (the ax), then sceneGuyArray[grab] would = 1, and the right frame would play. That number 1 would be transferred to function itemRemoval, where it would constantly be listening for sceneGuyArray[1] also (where "1" would have been established through the initial "grab" in the first function), and react accordingly.
function itemRemoval(event:Event) {
                for (var grab2:uint = grab; grab2<sceneGuyArray.length; grab2++) {
                    if (sceneGuyArray[grab2].currentLabel == "guy_NoticeDone") {
                        //removeEventListener(Event.ENTER_FRAME, itemRemoval);
                        trace("cheese");
I can't get the trace working, though. I'm sure I'm doing something wrong with "for" loops or the if statement.
Naturally, help would be appreciated.

I do have an unrelated question, if you happen to see this...
Is there a way to "nest" for loops? (maybe there's a better term)
For example, this is part of a function I have
} else if (canClickBoo == false) {
                        //for the click array
                        for (var u:uint=0; u<clickToXArray.length; u++) {
                            //disable the mouse
                            clickToXArray[u].mouseEnabled = false;
                            clickToXArray[u].buttonMode = false;
                        for (var l:uint=0; l<clickFromXArray.length; l++) {
                            clickFromXArray[l].mouseEnabled = false;
                            clickFromXArray[l].buttonMode = false;
                        for (var o:uint=0; o<clickItemArray.length; o++) {
                            //enable items to be clicked
                            clickItemArray[o].mouseEnabled = false;
                            clickItemArray[o].buttonMode = false;
Obviously each "for" loop does the same thing, set the items of each array "false" (make them unclickable if "canClickBoo" is false). In case each array has a different length, though, I can't just use a single "for" loop (afaik).
I'm wondering if, based on what you see (naturally I can post more), I can simplify the code.

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