ALL EDITORS V449 - YOUR NEW LINES IN EVERY LANGUAGE (IN ENGLISH, SAME STRREFS)
(V448 base. The account setup is unchanged: SETUP_IN_GAME_ACCOUNTS stays V448.)

WHY
  Dialogues, creatures and items point to a line by NUMBER (StrRef). Your new
  lines were only written into lang\en_US\dialog.tlk, so a player whose game
  is in French, German, ... had no line at those numbers: blank or wrong text.

WHAT IT DOES
  The English lang\en_US\dialog.tlk is the reference. For every other
  lang\<language>\dialog.tlk, and every dialogF.tlk (female wording):
  - lines English has beyond that file's end are added IN ENGLISH at the
    same numbers (with their sound and flags);
  - change the English text later: the English copies are refreshed;
  - translate a copy in a language (any TLK tool): it is YOURS from then on,
    never overwritten or removed;
  - lines a language already had are never touched (editing an existing game
    line in English changes English only);
  - a language whose file has MORE lines of its own than English is left
    unchanged and reported (its numbers would not line up).
  No backups are made; each file is written safely in one step. A small
  "<file>.drakhysys_language_sync.json" beside each file remembers which lines
  are English copies.

HOW
  - Dialog TLK editor (START_DIALOG_TLK_EDITOR.bat): the box "EVERY LANGUAGE"
    is ticked by default; after ADD / UPDATE / REMOVE drak.tlk or IWD2 the
    other languages are brought in line and the result is shown.
    SYNC ALL LANGUAGES NOW does it on demand.
  - Story Maker: after copying SAFE_INSTALL\lang\en_US\dialog.tlk into the
    game's lang\en_US, run SYNC_TLK_ALL_LANGUAGES.bat (asks for the English
    dialog.tlk path) or the TLK editor's SYNC ALL LANGUAGES NOW.
  Close BG2 first.

NOTE
  If a managed block (drak.tlk / IWD2) placed BEFORE lines you translated
  changes size, the numbers after it move in every language; re-check those
  translations.

CHECKS (offline)
  python -m unittest test_v449_tlk_all_languages -v
