Lfun: set_cap_name - setting a nicer name of a monster Synopsis: void set_cap_name(string cap_name) Description: The name of set_cap_name might be mistakable. But it does what the name of the function says: it sets the variable cap_name in an obj/monster (clone or loaded object - use methods!). The set_cap_name call sets the cap_name of a monster that will be returned via the call query_name. This name is used in combat and many other situations, if the monster does something or something is done with it. In many cases set_cap_name is not needed as the default behaviour of set_name in obj/monster is fine: capitalising the given argument and storing it in the variable cap_name. For personal names this is good! But for all creatures without a personal name this looks ugly: "You hit Big rat hard.", "Wolf hits you.", etc. The call set_cap_name has been added to fix this! Therefore the string cap_name has to be lower case if it is not a personal name, not a proper name! It will be capitalised in standard objects and you have to do this if you use query_name() at the beginning of a sentence. See the examples below. In obj/monster now (August 2016) there is a small hack: if the short description set with 'set_short' starts with "a ", "an " or "the ", cap_name is set accordingly: "a rat", "an eagle", "the shark". Adding set_cap_name after set_short fixes problems if the "hack" goes wrong. Return value: none Examples: set_cap_name("an orc"); set_cap_name("the goblin"); set_cap_name("Prof. Olstoff") Note: By using set_cap_name e.g. we get nicer combat messages like "You hit the big rat hard." or "The big rat misses you.", instead of "You hit Big rat hard." or "Orc misses you.". Set_cap_name was added in May 2016. See also: living/query_name, monster/set_name, monster/set_short, monster/set_long, living/set_alt_name, efun/capitalize