Unfortunately, there’s nothing built in to handle dialogue at this point. You’d have to come up with a way to workaround it using the available objects and events for now. I can’t guarantee that my suggestions will be simple to do, but maybe they can give you some ideas anyway.
I would probably try to use one text object named “dialogue” (otherwise you might end up with a long, overwhelming list of text objects), assign IDs with object variables, and use “modify text” events to make it say what you want when the conditions are met. You can then control whether the objects are shown, hidden, or changed based on collisions and mouse/cursor conditions.
I’ve been working on something similar to control NPC speech in my game, except it’s mostly done with timers and ID’s that are randomized within a range - this works fine for what I’m trying to do, but your idea will have to be handled differently.