Personally, I'd store the text as a game attribute if I were you.
Just to add some more on top of it, you can use the "part of text" block to draw more than 1 line so that multiple lines can be formed from a single text string.
I have also programmed a internal scripting format based off minor checks that allow various formats. The text is stored in behaviors, or with scene scripts to allow full control of what text is said.
As a rough translation:
"~" means to manually lower the text to the next line
"\(Y/N)" displays the yes or no text box, as the options that happen when yes or no are selected are based off scripts per scene. The option itself is an actor disguised as text so that I can select what happens when yes or no are clicked when it's erased from the scene.
My text engine also supports pausing mid-text, too. With simple character detection to pause text, or with scripts inside the text. (excuse my immaturity on the text)
Personally, if you were serious with making game design, I'd rather not use the dialog extension. As it's more rewarding (and less limited) coding up your own engine for drawing text. It's not as hard as some make it to be.