ReUsing dynamic scroll bar code

I have some code to just have a simple scroller that scrolls up and down text. I have this in MCone (movie clip one) and then i have another movie clip, MCtwo, that has the same code and scroller to scroll a new set of text in that movie clip. I have changed the code so the elements (dragger, bar, main, down_btn, up_btn) are named differently, but the code still seems to be interfering with each other. I am not sure what I am missing…any help would be greatly appreciated…thanks



fscommand("allowscale", "false");
bar.useHandCursor = dragger.useHandCursor=true;
space = 20;
friction = 0.9;
speed = 4;
y = dragger._y;
top = main._y;
bottom = main._y+mask_mc._height-main._height-space;
dragger.onPress = function() {
	drag = true;
	this.startDrag(false, this._x, this._parent.y, this._x, this._parent.y+this._parent.bar._height-this._height);
	dragger.scrollEase();
};
dragger.onMouseUp = function() {
	this.stopDrag();
	drag = false;
};
bar.onPress = function() {
	drag = true;
	if (this._parent._ymouse>this._y+this._height-this._parent.dragger._height) {
		this._parent.dragger._y = this._parent._ymouse;
		this._parent.dragger._y = this._y+this._height-this._parent.dragger._height;
	} else {
		this._parent.dragger._y = this._parent._ymouse;
	}
	dragger.scrollEase();
};
bar.onMouseUp = function() {
	drag = false;
};
moveDragger = function (d) {
	if ((dragger._y>=y+bar._height-dragger._height && d == 1) || (dragger._y<=y && d == -1)) {
		clearInterval(myInterval);
	} else {
		dragger._y += d;
		dragger.scrollEase();
		updateAfterEvent();
	}
};
up_btn.onPress = function() {
	myInterval = setInterval(moveDragger, 18, -1);
};
down_btn.onPress = function() {
	myInterval = setInterval(moveDragger, 18, 1);
};
up_btn.onMouseUp = down_btn.onMouseUp=function () {
	clearInterval(myInterval);
};
MovieClip.prototype.scrollEase = function() {
	this.onEnterFrame = function() {
		if (Math.abs(dy) == 0 && drag == false) {
			delete this.onEnterFrame;
		}
		r = (this._y-y)/(bar._height-this._height);
		dy = Math.round((((top-(top-bottom)*r)-main._y)/speed)*friction);
		main._y += dy;
	};
};