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Small Suitcase (Dead Rising 2)
Dead rising Small Suitcase
Type Melee
Uses 10 hits
Strength Okay
Location Sturdy Package
Fortune City


The Small Suitcase is a weapon found in Dead Rising 2. It is a lot like its more powerful cousin the suitcase. When it breaks it sometimes drops a weapon that varies from scissors to shampoo.

AttacksEdit

Dead rising small suitcase main
  • Main: Tap X/Square to swing the Small Suitcase (Dead Rising 2). The first swing is rather slow, but the second swing is faster making this weapon a one-two punch.


Dead rising small suitcase combo
  • Combo: Tap X/Square during the first swing for a second swing. There is no alternate attack.
  • Thrown: When this item is thrown it kills any Zombie and also breaks.

Item which appears when a weapon is brokenEdit

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 Small Suitcase (Dead Rising 2) 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.

TriviaEdit

  • 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

GalleryEdit

ReferencesEdit

  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.

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