It depends on how many strings each object is going to say but you could have each set of strings in order and spread a value, then include Value=1 or whatever in your event that calls upon the strings, then end it once it gets to another string.
5 objects, 1 says 1 thing, 2, 3, and 4 say 2 things, 5 says 4 things
String A is for 1, String B and C for 2, D and E for 3, F and G for 4, and H, I, J, and K for 5.
Press Up + Overlapping Object (or however you have it) + Value A equals 1 = Set String to Alterable String A
Value A equals 2= Set string to B
Press Ctrl + String=Alterable String B= Set string to C
That's a rather solid engine indeed. I like the little bounce effect as the speech bubbles grow. Out of interest, have you seen the tutorial on the Clickteam website about using .ini files to store dialogue?
There are 10 types of people in the world: Those who understand binary and those who don't.
I was actually going to use alterable strings for my new game until I noticed they're limited to 10 per object.
I took a look at the example on the Clickteam website. It's not easy to understand because it uses some somewhat hard to understand expressions to open groups inside the ini. (well, hard if you're a n00b like me). But if you don't mind using alterable strings you can open an ini and load the strings from a group into an object's alterable strings. So long as you don't mind the 10 string limit.
At least that way you can spread a value and change the inis group depending on the object's alterable value.
I think storing all the lines in one string object would be the best solution, so that you aren't wasting alterable strings, and linking each paragraph(X_Sheep) in the string object with each object that you can talk with using the actives alterable values(Codemonkey)
It's less complicated than it sounds, and you'll be happy you did it later.