Dead Rising Wiki
Register
Advertisement
 Suitcase  Dead Rising 2 Suitcase (Dead Rising 3)  Dead Rising 3 



Template:Infobox

The Suitcase is a weapon found in Dead Rising 2. Items can be found in the suitcase when it is broken.

Attacks[]

Dead rising suitcase main
  • Main: Tap X button/Square button to swing the suitcase. Chuck grabs the suitcase handle with both hands and lifts the suitcase over his head and right shoulder. He swings it in front of his body down towards his left waist.


Dead rising suitcase combo
  • Combo: During main attack, tap X button/Square button to swing the suitcase starting from Chuck's left waist, swinging from the left to the right in an upward arc. The initial attack is slow, but after the first swing the second swing comes right away.
  • Thrown: Throwing the suitcase will kill any zombie it hits but the suitcase will break.

Item which appears when a weapon is broken[]

Template:Navbar All of the items which can appear when a weapon is broken are found in the spreadsheet data/datafile.big/breakable.csv.

The item which appears when the Suitcase is broken depends on what number the item is assigned when placed in the area files.[1][2]

The numbers appear to be off by one. For example, the 31 Large Planters is 55, yet these planters spawn scissors and handguns, which is listed as 56 and is called LD_LargePlanter.

Trivia[]

  • This item is destroyed when thrown.[7]

Weapon Animations
Animation name Animation shared with
male_attack_suitcase_a
  1. Money Case
  2. Small Suitcase
  3. Suitcase
male_attack_suitcase_b
  1. Money Case
  2. Small Suitcase
  3. Suitcase

Gallery[]

See also[]

Dead rising Small Suitcase Small Suitcase

References[]

  1. All of these items which can appear when a weapon is broken are found in the spreadsheet data/datafile.big/breakable.csv. When the game designers placed an item, they usually added a SpawnPropFromCategory line to that item with a number. This number corresponds to a column in data/datafile.big/breakable.csv. For example:

    cItemPlacement Garbage
    {
    ItemName= "GarbageCan_4"
    Location= "-357.314,-5.228,-56.598"
    Rotation= "-0.001,-0.316,0.000,0.949"
    SpawnPropFromCategory= "62"
    }


    From #62 here, which is from data/datafile.big/breakable.csv you can see that the broken GarbageCan_4 will create either:

    1. Snack
    2. Spoiled Hot Dog
    3. Spray Paint
    4. Box of Nails
  2. Ten weapons have a positive default number in items.txt listed under SpawnPropFromCategoryByDefault. This means that when one of these 10 weapons are placed in an area with no SpawnPropFromCategory line, items will still appear when the weapon is broken. Both the Handbag and the Treasure Chest do not have a default number, so when these items are placed with no SpawnPropFromCategory line, no item will appear when the Handbag and Treasure Chest is broken.
  3. Since there is no column 0 in data/datafile.big/breakable.csv, these items by default do not spawn anything.
  4. TrainThrowGarbageCan, TrainThrowGarbage Bag, and TrainThrowBin.
  5. Confusingly, the 1 default category is called Garbage_Bag, even though the default category for garbage bags is 0.
  6. GarbageCan_1, GarbageCan_2, GarbageCan_3, GarbageCan_4, CardboardBox, PlasticBin
  7. In items.txt, this item has the line DestroyOnThrownImpact= "true". see Mod:List of items.


Advertisement