Okay. I assume the problem is that C2's trigger events are basically true for one frame - ie the on-mouse-click check is true for 1 tick. But during that tick your text events all become true one after the other. It's like you're saying
if user is clicking & thing is 1 - set 1 to 2
if user is clicking & thing is 2 - set 2 to 3
But the user is clicking the whole time the code is cycling through, so the 1 becomes 2 and 3 instantly, and the end user only sees the 3 when it's output.
Okay. So what do we do about it? What I like to do is implement a cooldown time for advancing text. Give your text object an instance variable number called coolDown. Now you can do events like this:
User clicks & coolDown = 0 & text is "whatever" > set text to "whatever 2", set coolDown to 10. (etc)
coolDown > 0: subtract -1 from coolDown.
Now the game will only be allowed to do ONE click check every 10 frames.