Equipment & Itemssource backed6 minute read

Red and white flags

Red and white flags is documented as general items across 6 item identifiers in pinned TFS 1.6 data, with XML attributes, exact configured drops, and current official creature-library loot mentions traced separately.

Reference profileTFS 1.6 item-data reference
Reviewed
Evidence2 primary references

At a glance

Quick facts

Classification
General items
Identifiers
6 across 1 XML definitions
Item ID reference
20116-20121
Defined attributes
0
TFS loot sources
0
Official loot mentions
0
Source profile
TFS 1.6

Red and white flags in the hands of a player

Every item carries two stories: what the player sees and what the server executes. For Red and white flags, the second story begins with 6 identifiers beginning with 20116-20121, 1 source definition, and no extra items.xml attributes.

Red and white flags belongs to a broad item family, so its purpose cannot be read safely from the name alone. The registry, scripts, map, and target server rules complete the picture.

No indexed monster definition names Red and white flags as direct corpse loot. The silence is useful because it narrows the next search to quests, NPC trades, map rewards, crafting, events, stores, and action scripts instead of encouraging an invented hunting route.

Red and white flags identity and identifiers

Red and white flags appears in the pinned item registry under 6 concrete identifier values. This page groups definitions that share the exact source name so readers can compare alternate graphics, transformation states, map variants, or legacy identifiers without treating each numeric ID as a different search topic. The identifiers are engine references, not proof that every Open Tibia server exposes every variant to players.

Red and white flags source variants
Item ID or rangeArticleVariant attributes
20116-20121Not specifiedNo XML attributes on this variant

Attributes and mechanical meaning

Red and white flags is classified here as general items from its name and declared XML attributes. The XML entry establishes the identifiers and attributes shown here, while interaction behavior can also come from the binary item registry, movement events, actions, and server scripts. Exact behavior can be supplemented or overridden by the server binary, the OTB item registry, Lua actions, movement events, decay handlers, imbuement systems, or custom upgrade code.

Acquisition and recorded loot sources

No monster XML file in the pinned profile lists Red and white flags as direct loot. That does not establish that the item is unobtainable. It may be awarded by a quest, NPC trade, map placement, reward chest, crafting system, action script, event, store, or custom content module. A server-specific guide should name one of those primary acquisition sources before presenting a method as verified.

Progression, use, and comparison

Evaluate Red and white flags against alternatives in the same general items class by comparing only attributes that the active server actually implements. For combat equipment, attack, defense, armor, elemental protection, skill modifiers, vocation restrictions, level requirements, charges, and weight can all change the practical result. For world objects and general items, the decisive behavior is more often an action, movement event, unique ID, or map placement that cannot be inferred from the display name alone.

  • Confirm the live item identifier before importing Red and white flags into an editor, script, reward, or shop.
  • Compare XML attributes with the deployed OTB registry and any upgrade, tier, imbuement, or rarity layer.
  • Trace acquisition through monster files, NPC scripts, quest scripts, reward containers, and map placements.
  • Test equip, use, decay, trade, loss, and persistence behavior on the target server profile.

Reference boundary and change control

A correction to this entry should cite the exact deployed item definition, commit, server documentation, or reproducible live test. Screenshots can show appearance or a tooltip, but they do not independently prove hidden chance values, script branches, or database state. Keeping those evidence layers separate prevents a historical item ID or one server's custom value from being mislabeled as universal Red and white flags behavior.

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Server names, protocol labels, and map labels do not guarantee matching mechanics. Use these filters to find candidates, then verify the listing, owner documentation, and deployed ruleset.

red and white flagsTFS 1.6General items