I'm currently using a library that incorperates Screen text into my game. I really enjoy it! The only thing I've added to it was when ever the box for the text to fit in is created, it creates "x" and "->" buttons for people to cancel/continue reading the text. The "x" button's code was simple enough to do.
My only question is how I would go about dialog progression. I want to be able to press the "->" (Which means the icon just looks like an arrow) which will clear the text in the dialog box and output the new text, both of which I can do. How exactly can I have the game know which dialog to output the correct text to the player in the appropriet context?
And just in case this information is required: I have a mob/proc handling the text output and button obj creating. obj/Click() for the buttons to do their thing, and another mob/proc to clear any of these things from the clients screen.