Hello again Godot forum!

I have a rather confusing ( well for me ) question this time. I am making a dialog box for my game and while making it I decided that I wanted to be able to edit the text for the box as a export variable, instead of in the script itself. I tried multiple different implements, but nothing is seeming to work. Instead of reading the lines, it just reads nothing and only displays the first letter ( I am pretty sure it is doing that, because I changed the text to a sting to export it ( I think at least )). Anyway here is the code. Also if anyone can tell me how to add a sound when the text is scrolling ( like in undertale ) and when you press "ui_accept"( for switching to the next set of dialog ), that would be a big help! Well, I am going to get back to work, all relevant code is below.

extends Control

export(String, MULTILINE) var text # this was added after the fact


#var dialog = 
#[
#	'basic text.',
#	' basic text 2',
#	'basic text 3'
#]
var dialog = [
	text
	
	
	
]







var dialog_index = 0
var finished = false 

func _ready():
	load_dialog()
	
func _process(delta):
	$"next-indicator".visible = finished
	if Input.is_action_just_pressed("ui_accept"):
		load_dialog()
	
func load_dialog():
	if dialog_index < dialog.size():
		finished = false
		$RichTextLabel.bbcode_text = text[dialog_index] #dialog[dialog_index] 
		$RichTextLabel.percent_visible = 0
		$Tween.interpolate_property( $RichTextLabel, "percent_visible", 0, 1, 1, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT )
		$Tween.start()
	else:
		queue_free()
	dialog_index += 1 


func _on_Tween_tween_completed(object, key):
	finished = true

Never Mind! I found a genius named "Afely" on YouTube, and his video more than enough helped me. For anyone with questions here is the video link-

( Just adding another update for people who may need help in the future ) There is an add-on named dialogic which does all the dialog things for you and makes them easy. Here is a video with the author explaining how to set it up.

a year later