Your not actually using 1 Sprite Object for each different Game Object?
no no no
Use 1 Sprite Object and then use the animation frames to distinguish the image. Also add a variable to the Object called say TYPE of text. Then write down the TYPE ie TREE, ROCK, WELL, WHEAT..... um no you don't need to use CAPITALS, I only used them to identify key words.
So you can nicly sum up all your actions to
Cursor over Collectables
-- set CursorSprite.animation(Collectable.type)
-- mouse.setCurstorFromSprite( CursorSprite )
And then that's it.
This also makes your life easier than just EventCode too. In fact when you a tree image in your Collectables Sprite Object under say the animation name of "TREE". Then you just need to set the default animation to TREE for that object. Then you can copy/paste the tree where ever you want.
Then you take that tree and add a rock image to the animation name of ROCK. Clever huh . then set the default animation to ROCK. THen you can copy and paste your rock ALL over the place.
And best of all you EventCode will work the same for your mouse cursor change.
I didn't understand really well for the both tips. In this way, can I set different values, even using just one sprite with a bunch of diferrent animations (Tree, Rocks, etc)? Cause I need to control the loot of every single rock, tree, etc. For example: I see two rocks in the screen and then I collect all the loot of one rock, then I'll to another rock to collect more. Then, after 5 min(it start counting right after ends its loot), reset the loot again so I can collect more.
Thats how I've being doing about the collectable objects.
About the cursor, I didn't understand at all. If you print an example event I will appreciate a lot.