Thanks for the reply and the capx, Radiowaves. I really appreciate it. Your solution however has the same problem I was having, in that in order to change the text/value a different button would be needed to keep the values from escalating to their end point. I needed a one button solution so the player could just press B or A to continue the dialogue/text.
I solved it by removing the array all together and instead added an if tree and an instance to my text container that regulates the "escalating" effect.
I was hoping to find a more elegant solution - something like an Array.At(next) or Array.CurVal+1 but I couldn't figure it out.
As to the push front action - I couldn't get that to work for me either (I tried). What I think that does is add another value to the cell index instead of moving the values around (which would have worked for me). Having to add a value defeats the purpose of already having the array filled and ready to go. While I'm sure I could create a dialogue tree and populate the array with it in this way - it's less work just to plug in the tree "branches" when needed.
Thanks again, have a great day!