Hey!
Well i would suggest you to go with something more flexible with this.
You can create custom data structures that hold your game data (texts,values e.t.c).
For dialogue data structure i would go for something like:
extends Resource
class_name Replica
export(String) var Text
export(Dictionary) var Answers
Once you have your data structure, you now can populate your custom resource with this structure via New resource->Replica (name given after class_name keyword) . And then maintain it.

This will allow you to construct your dialogs in flexible manner and keep em organised . (and no hardcoding yay)
Then you need the way to visualise and process them.
To access dialogue you created in editor you can just load it as normal resource:
var dialogue = load("res://dialogue_01.tres");
And then access it's components just by names.
Well general idea on visualising this stuff:
extends Node
onready var DialogueText = get_node("Text")
onready var Answer_1 = get_node("Answer_1")
onready var Answer_2 = get_node("Answer_2")
onready var Answer_3 = get_node("Answer_3")
onready var Answer_4 = get_node("Answer_4")
func _ready():
var dialogue = load("res://Dialogue_01.tres")
set_dialogue(dialogue)
func set_dialogue(dialogue):
DialogueText.text = dialogue.Text
var answers = dialogue.Answers.keys()
Answer_1.text = answers[1]
Answer_2.text = answers[2]
Answer_3.text = answers[3]
Answer_4.text = answers[4]
Can be improved with using some loops and dynamic button instantiation :)