Yeah, I'm still not sure how to accomplish this. The issue is still there even with faster text because like the problem has been, it's calling two lines of text to display at once. The problem with mine is it calls text saying you hit or miss, then it calculates damage and tells you how much you do in damage, and it tells if your skill has raises by a whole point when it happens. It runs one function to do the hit/miss, then when complete it calls for damage which displays text. They are two functions called two separate times. The thing is, "leveling" is called from the "damage" function. So if you do damage, you gain skill and if that skill is greater than x.0 it tells you "your skill in bla has gone up, it is now X" (x being the new skill level).
I thought since they were separate functions, they would act as such, but as you said they call them all at once. If you wait(0) it just delays it for the NEXT message instead, and making them all wait(0) causes it to just catch up with itself.
For a game development software, it's baffling why they offer text output in a "word" style design instead of a built in plugin for general text output like most games have. The sprite font is cool, but a fully integrated gamer style text box would be so relieving.