#### Back to Server.Factions

## BaseFactionGuard : BaseCreature, IHued, IComparable<Mobile>, ISerializable, ISpawnable, IEntity, IPoint3D, IPoint2D, IComparable, IComparable<IEntity>, IHonorTarget

#### Derived Types: FactionBerserker, FactionDeathKnight, FactionDragoon, FactionHenchman, FactionKnight, FactionMercenary, FactionNecromancer, FactionPaladin, FactionSorceress, FactionWizard

(ctor) BaseFactionGuard( Serial serial )
(ctor) BaseFactionGuard( string title )
bool BardImmune( get; )
bool ClickTitle( get; )
Faction Faction( get; set; )
BaseAI ForcedAI( get; )
GuardAI GuardAI( get; )
Orders Orders( get; )
TimeSpan ReacquireDelay( get; )
Town Town( get; set; )
void ChangeReaction( Faction faction, ReactionType type )
virtual void Deserialize( GenericReader reader )
virtual void GenerateBody( bool isFemale, bool randomHair )
virtual void GenerateRandomHair()
virtual void GetProperties( ObjectPropertyList list )
virtual bool HandlesOnSpeech( Mobile from )
Item Immovable( Item item )
virtual bool IsEnemy( Mobile m )
Item Layered( Item item, Layer layer )
Item Newbied( Item item )
virtual void OnAfterDelete()
virtual void OnDeath( Container c )
virtual void OnMovement( Mobile m, Point3D oldLocation )
virtual void OnSingleClick( Mobile from )
virtual void OnSpeech( SpeechEventArgs e )
void PackStrongPotion()
void PackStrongPotions( int count )
void PackStrongPotions( int min, int max )
void PackWeakPotion()
void PackWeakPotions( int count )
void PackWeakPotions( int min, int max )
void Register()
Item Rehued( Item item, int hue )
Item Resourced( BaseWeapon weapon, CraftResource resource )
Item Resourced( BaseArmor armor, CraftResource resource )
virtual void Serialize( GenericWriter writer )
void Unregister()
bool WasNamed( string speech )