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Forums: Index > Rin's Travel Agency > FF-style dialogue boxes


I've been working on some dialogue boxes to imitate the dialogue boxes used in the games. The plan is to integrate this with {{Q}} so typing {{Q|Line|Speaker|rel=codename}} would produce the textbox for the relevant game.

This isn't intended to replace the current display of Q, I think it should only be used when the quotes from the game being used are for content and not flavour (by flavour I mean like quotes at the top of articles, by content e.g. Sector 4, Dali).

So far I have these:

Of course, none of this will show up on mobile, however it's specifically designed to display decently on mobile. It will be clear to readers it's a quote and which part denotes the speaker. You can use the Mobile preview button on this forum to see how it will look.

Thoughts? JBed (talk) 22:01, August 23, 2017 (UTC)

Looks really nice, would like them to be implemented, just a couple notes:

  1. If you set the template using this to use the Quote template type, rendering will be handled automatically and it'll look fine on mobile regardless.
  2. Would prefer to put the css for this in MediaWiki:Releases.css, and for it to be generated in Module:Codename.
  3. Could this replace not only the Q template but also Template:Dialogue?
  4. For some games, the dialogue box may look different depending on version, for instance FFVI mobile/Steam, which looks drastically different to the SNES/PS/GBA dialogue box. I think we should clarify some place which version we base the dialogue on.--Magicite-ffvi-ios Technobliterator TC 23:21, August 23, 2017 (UTC)
(1) Interesting. I'll check out the witchcraft behind how it handles that.
(2) Since it varies from game-to-game it's not something that's easy to auto-generate. There are some commonalities in the structures (e.g. quote marks/no quotes, name above text, left of all text [X, DoC], left of text on first line [VI and earlier]) so I can probably look into that.
(3) Yeah, I guess. I imagine the benefit of Dialogue is that it displays longer discussions in a shorter space since it doesn't give an extra line to the speaker each time. There'd be no similar benefit using game textbox style with Dialogue when a bunch of Qs still look the same. But it's simple to incorporate and I can increase Dialogue's capabilities at the same time so sure.
(4) I did have to think a little about this. I glimpsed VI's steam design but I ignored it because they were not VI's textboxes. I understand I am biased but most restyles at least stick to a similar design (IX remake has a different resolution but same texture). I also searched the TZA version of XII to design that one -- and then saw the original version's with the stylised small-caps and I resisted an incredible urge to use that. These aren't too difficult to make, and I assume most of the mobile games have their textbox sprites on spriter's resource; but I think if we are going to do one for each version and need a rule it would be to aim closer to the original version's design rather than most recent. I think I'd say the same any time we wanted to design something based on the aesthetics of a specific game.
JBed (talk) 02:16, August 24, 2017 (UTC)
If there's a way to store some of that information in Module:Codename/data, and have the dialogue box module draw from that, then at least we can put it all in one place.--Magicite-ffvi-ios Technobliterator TC 09:28, August 24, 2017 (UTC)