#### Back to Server.Factions

## Faction : IComparable

#### Derived Types: CouncilOfMages, Minax, Shadowlords, TrueBritannians

#### Nested Types: BroadcastPrompt, SkillLossContext

(static) List<Faction> Factions( get; )
(static) void ApplySkillLoss( Mobile mob )
(static) bool CheckLeaveTimer( Mobile mob )
(static) bool ClearSkillLoss( Mobile mob )
(static) void ClearSkillLoss_Callback( object state )
(static) void DistributePoints( int distrib )
(static) void EventSink_Login( LoginEventArgs e )
(static) void EventSink_Logout( LogoutEventArgs e )
(static) void FactionCommander_OnCommand( CommandEventArgs e )
(static) void FactionCommander_OnTarget( Mobile from, object obj )
(static) void FactionElection_OnCommand( CommandEventArgs e )
(static) void FactionElection_OnTarget( Mobile from, object obj )
(static) void FactionItemReset_OnCommand( CommandEventArgs e )
(static) void FactionKick_OnCommand( CommandEventArgs e )
(static) void FactionKick_OnTarget( Mobile from, object obj )
(static) void FactionReset_OnCommand( CommandEventArgs e )
(static) void FactionTownReset_OnCommand( CommandEventArgs e )
(static) Faction Find( Mobile mob )
(static) Faction Find( Mobile mob, bool inherit )
(static) Faction Find( Mobile mob, bool inherit, bool creatureAllegiances )
(static) Faction FindSmallestFaction()
(static) void HandleAtrophy()
(static) void HandleDeath( Mobile mob )
(static) void HandleDeath( Mobile victim, Mobile killer )
(static) void Initialize()
(static) bool InSkillLoss( Mobile mob )
(static) bool IsFactionBanned( Mobile mob )
(static) bool IsNearType( Mobile mob, Type type, int range )
(static) bool IsNearType( Mobile mob, Type[] types, int range )
(static) Faction Parse( string name )
(static) void ProcessTick()
(static) Faction ReadReference( GenericReader reader )
(static) bool StabilityActive()
(static) void WriteReference( GenericWriter writer, Faction fact )
(ctor) Faction()
Mobile Commander( get; set; )
FactionDefinition Definition( get; set; )
Election Election( get; set; )
bool FactionMessageReady( get; )
int MaximumTraps( get; )
List<PlayerState> Members( get; set; )
int Silver( get; set; )
FactionState State( get; set; )
StrongholdRegion StrongholdRegion( get; set; )
int Tithe( get; set; )
List<BaseFactionTrap> Traps( get; set; )
virtual void AddMember( Mobile mob )
bool AlreadyHasCharInFaction( Mobile mob )
int AwardSilver( Mobile mob, int silver )
void BeginBroadcast( Mobile from )
void BeginHonorLeadership( Mobile from )
void Broadcast( string text )
void Broadcast( int number )
void Broadcast( string format, object[] args )
void Broadcast( int hue, string text )
void Broadcast( int hue, string format, object[] args )
bool CanHandleInflux( int influx )
virtual int CompareTo( object obj )
void EndBroadcast( Mobile from, string text )
void HonorLeadership_OnTarget( Mobile from, object obj )
bool IsCommander( Mobile mob )
void JoinAlone( Mobile mob )
void JoinGuilded( PlayerMobile mob, Guild guild )
void OnJoinAccepted( Mobile mob )
void RemoveMember( Mobile mob )
void RemovePlayerState( PlayerState pl )
virtual string ToString()