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add note about EditorScript only runnable from internal script editor
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tutorials/plugins/running_code_in_the_editor.rst

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@@ -292,14 +292,14 @@ Running one-off scripts using EditorScript
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Sometimes, you need to run code just one time to automate a certain task that is
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not available in the editor out of the box. Some examples might be:
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- Use as a playground for GDScript scripting without having to run a project.
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- Use as a playground for GDScript or C# scripting without having to run a project.
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``print()`` output is displayed in the editor Output panel.
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- Scale all light nodes in the currently edited scene, as you noticed your level
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ends up looking too dark or too bright after placing lights where desired.
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- Replace nodes that were copy-pasted with scene instances to make them easier
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to modify later.
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This is available in Godot by extending :ref:`class_EditorScript` in a GDScript.
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This is available in Godot by extending :ref:`class_EditorScript` in a script.
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This provides a way to run individual scripts in the editor without having to
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create an editor plugin.
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@@ -333,6 +333,11 @@ currently focused on the script editor.
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Scripts that extend EditorScript must be ``@tool`` scripts to function.
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.. note::
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If you are using an external editor, open the script inside the Godot
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script editor so you can execute the function.
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.. warning::
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EditorScripts have no undo/redo functionality, so **make sure to save your

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