hmm no it can be done quite globally... I've already written several scripts for Marvel & various other people which work on their own.
It's too late for me to type out a script or example code block now, but the basic gist of it would be...
* add the animation frame(s) to the beginning or end of the item animation that you are wanting to use for the inactive cursor image/animation. Next you add the frames that contain the active image/animation.
After this we would create a definition script which contains a registerEventHandler with the mouseEvent listener & then we would create a function for the mouseEvent which listens out for when mouse cursor moves... inside this we would query something along the lines of: if current item is a dragged item and an object exists below cursor then get current dragged item, set first/last animation frame values of the current item (this would force it to play between the 2 set values we have just set & ignore the other frames... else if dragged item exists & object below cursor is empty then set frames belonging to inactive animation/image... etc.
It's a lot simpler than how it actually sounds. Just hard to explain in detail with a few short words.

* edit: I actually wrote a script for one of the members on here last year I think for controlling the animations of the items in inventory. The guy wanted to make the item animation play some kind of pop into inventory effect then change to a static image afterwards. We did that by setting animation frames of new item & on scene start we used a for loop to iterate over all the items already in the inventory to make sure they were correctly set to the static frame.