NOTE: Since you can now edit online in a full-screen environment, this module 
is no longer supported and will eventually become obsolete.

SOCEDIT.EXE - Offline Editing Utility
--------------------------------------

  The offline editor is provided to make creating your own areas (or editing
  the existing areas) a little easier. The offline editor provides 
  full-screen editing capability for editing rooms, monsters and items. You 
  can also generate the room, item and monster reports using the offline 
  editor.

  The editor is fairly simple to use. Select what you want to edit, be it
  rooms, monsters or items. When the blank edit screen comes up you can
  either key in the index number of the room, monster or item you want to
  edit (followed by ENTER), or you can hit page-up and page-down to scroll
  through each entry. To navigate between the different fields use tab (or
  ENTER) and shift-tab. To change a field, simply type in what you want it
  to be and then press ENTER. To return to the top of the screen, press
  ESCAPE. To exit the screen, press ESCAPE again. For fields that have
  multiple choices, press F1 to pop up a choice list.

  Area Export/Import
  ------------------
  The offline editor can also be used to import and export entire areas. To
  create an export file, simply select the export option and enter the
  block of rooms you wish to export. You may choose to also export the
  monsters and items associated with those rooms. A "notes" section is
  provided for you to pass any helpful documentation along with the export 
  file. A single export file is created, which can then be handed off to
  someone else for import.

  There aren't any official rules for creating export areas, but here are
  a few guidelines that seem to make sense (particularly when creating an
  export for handing off to other BBS's):

  - Have one entrance into your area, preferably the first room of the area.

  - Don't put guild rooms in an export area, as they probably will already
    exist in the importers realm.

  - Don't put scrolls into an export area, as they probably will already
    exist in the importers realm.

  If you choose to ignore any of the above guidelines, it's probably a good
  idea to mention that in the "notes" section.

  To import a previously exported area, select the import option and enter
  the name of the export file. You will see the number of rooms, items and
  monsters contained within the specified file, along with the notes (if
  any) entered by the exporter. You then must specify at which room, item
  and monster index you want to insert/append the new data. The default
  is to append it to the end of your room, item and monster data files.
  But, you can also choose to overwrite existing rooms, items or monsters 
  (if that's what you want). Once imported, all you need to do is make a 
  connection between your existing world and one or more of the newly
  imported rooms (hopefully the designer of the area will have included 
  information on which room or rooms to connect to in the "notes" section).
  
  If the import operation has increased the overall number of rooms, items
  or monsters in your realm, don't forget to update the level 4 CNF options 
  for MAXROOM, MAXMON and MAXITEM before you bring up the BBS, otherwise the
  newly imported area won't be available to your players.

  Note! Be sure to back-up your ROOMFILE.DAT, ITEMFILE.DAT and CRITFILE.DAT 
  files before you attempt to import an area. If for some reason the import
  operation goes awry, you'll be able to restore your files from back-up and 
  try again.

  Activation Codes
  ----------------
  You can password-protect your export file by specifying an activation code
  when you create it. For someone to import your file they must supply the
  correct activation code at the time of import. This is a fairly simple
  scheme, but should at least thwart casual "thieves". This can be handy
  if you wish to sell or trade export files.
