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The game doesn't flag the persons available post-combat within their own data; it stores lots of data in arrays within the "defeated" dictionary, using the indexes from the insertion order to track the data. The persons are not renamed at all by the exploration nor mansion code. The captured list label is simply given a few existing strings to display:

newbutton.get_node("Label").set_text(defeated.names[i] + ' ' + person.sex+ ' ' + person.race)


The most obvious approach to improving descriptions is to add a bit of data to each person to track their context. However, that can be somewhat over-complicated unless you plan to incorporate that into other portions of the game, so the simplest alternative would probably be to add a new function or argument to the chain of description functions to pass the context. Another approach is to use the global reference path ("globals.main.exploration.defeated") to the "defeated" dictionary in order to search for the current person to ascertain their context. The indirection of it is a bit complicated but it puts all the problems in a single location.