Thanks, Eric5h5. Your answer was technically correct but, as a n00b, I found it frustrating that so many answers on this site talk about the theory but not the actual code, so I'm going to give the answer I think that others with this question will want. Here's the working code:
var iblxPrefab : GameObject;
function Start() {
var oneBlox : GameObject;
oneBlox = Instantiate (iblxPrefab, xfrm.position, transform.rotation);
var bloxScript = oneBlox.GetComponent("blxScript"); // name of script without the ".js" at the end.
bloxScript.theBlockType = ii; // name of variable in script.
}
Key bits: (a) to instantiate a prefab, the syntax is:
var oneBlox : GameObject;
oneBlox = Instantiate (iblxPrefab, xfrm.position, transform.rotation);
(for some reason, I was unable to get the all-in-one-line version of this to work, but that may be me, rather than a Unity limitation) and (b) to access an object's script's variables, the syntax is this:
var bloxScript = oneBlox.GetComponent("blxScript"); // name of script without the ".js" at the end.
bloxScript.theBlockType = ii; // name of variable in script.