Так вы сможете использовать переменную в любом месте класса или в классе, наследующем данный класс:

Код AS3:
public class fishka5 extends MovieClip
{
protected var originalPosition:Point;
protected var
kft_zamkn5:Number;
//or integer if your variable is always an int
public function fishka5()
{
originalPosition = new Point (x,y);
buttonMode = true;
addEventListener ( MouseEvent.MOUSE_DOWN, down );
}
protected function down( event:MouseEvent ):void
{
parent.addChild( this );
startDrag();
stage.addEventListener( MouseEvent.MOUSE_UP, stageUp );
}
protected function stageUp( event:MouseEvent ):void
{
stage.removeEventListener( MouseEvent.MOUSE_UP, stageUp );
stopDrag();
if ( dropTarget )
{
var slot = dropTarget.parent.name;
if ( slot == "e1" ){
kft_zamkn5 = -1;
}
else if ( slot == "d1" ){
kft_zamkn5 = 0;
}
buttonMode = false;
removeEventListener ( MouseEvent.MOUSE_DOWN, down );
} else {
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition():void
{
x = originalPosition.x;
y = originalPosition.y;
}
}
}
Добавлено через 3 минуты
А так в любом месте программы:

Код AS3:
public class fishka5 extends MovieClip
{
protected var originalPosition:Point;
public var kft_zamkn5:Number;
//or integer, if your variable is always an int.
public function fishka5()
{
originalPosition = new Point (x,y);
buttonMode = true;
addEventListener ( MouseEvent.MOUSE_DOWN, down );
}
protected function down( event:MouseEvent ):void
{
parent.addChild( this );
startDrag();
stage.addEventListener( MouseEvent.MOUSE_UP, stageUp );
}
protected function stageUp( event:MouseEvent ):void
{
stage.removeEventListener( MouseEvent.MOUSE_UP, stageUp );
stopDrag();
if ( dropTarget )
{
var slot = dropTarget.parent.name;
if ( slot == "e1" ){
kft_zamkn5 = -1;
}
else if ( slot == "d1" ){
kft_zamkn5 = 0;
}
buttonMode = false;
removeEventListener ( MouseEvent.MOUSE_DOWN, down );
} else {
returnToOriginalPosition();
}
}
protected function returnToOriginalPosition():void
{
x = originalPosition.x;
y = originalPosition.y;
}
}
}