You mean the inventory is hidden by default & slides in when you move the mouse near it? I assume the person that made that game probably used one of my sliding interface Lua scripts. I highly recommend you try to get used to the basics of the engine before you delve into the scripting side of things.
& just in case you want to dive into the deep end first...
function mouseEvt(typ, pos)
if typ == eEvtMouseMove then
if game.CurrentScene:getName() == game.CurrentCharacter.Scene:getName() then
if getCursorPos().y < 50 and Interfaces["inventory"].InterfaceOffset.y == -100 then
Interfaces["inventory"]:to(300, { InterfaceOffset = {x = 0, y = 0} }, easeQuintOut)
elseif getCursorPos().y > 100 and Interfaces["inventory"].InterfaceOffset.y == 0 then
Interfaces["inventory"]:to(300, { InterfaceOffset = {x = 0, y = -100} }, easeQuintIn)
end
end
end
end
registerEventHandler("mouseEvent", "mouseEvt")
Quick note: the script is not plug & play. You need to edit it to suit your needs, by changing the interface name values & the offset values.
P.S:
here's the last script I wrote for sliding interfaces. Be warned though, it contains a fair bit of code as I wrote it before we had shorthand Lua access. Also it's an advanced script - it's fairly complicated; especially if you compare it to the example I mocked up (in the code box above).