Change Point Light Values through Script

I am relatively new to scripting in Unity so this may be a question that requires more than I initially thought. I want to create an editor script that changes the values of a selected amount of point lights within a scene. For instance, I might want to change the intensity of 15 point lights from 1 to .35 without changing each individually.

I was going to use this bit of script as a jumping off point from the "How to Randomly Change the Intensity of a Point Light with a Script" thread, but I thought I would see if anyone else could point me in the right direction. http://answers.unity3d.com/questions/35577/how-to-randomly-change-the-intensity-of-a-point-light-with-a-script

EDIT : Maybe a more specific question is, how do I get a list of the point lights properties to display in the Editor Gui Layout and allow the user to change to the properties for all of the selected point lights? I have a simple Editor Script set up right now, but do not know how to draw a selected game objects properties. saltydog_nm 2 hours ago

Any help is appreciated!

There are many scripts in the wiki that deal with altering multiple objects. The Asset Store has some nice things too. But if you want to write your own, take a look at this one to get some ideas:

http://www.unifycommunity.com/wiki/index.php?title=ReplaceSelection

Here is the script I wrote after some poking around. Thanks for your help Dave.

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

using UnityEditor;

[RequireComponent(typeof(Light))]

public class BatchLightProperties : EditorWindow {

    int NumberofLights;

    List<Object> lightObjects = new List<Object>();

    Color lightColor = Color.white;

    float lightIntensity = 1f;

    float lightRange = 10f;

    // Add menu named "Batch Light Properties" to the Window menu

    [MenuItem ("Custom/Batch Light Properties")]

    static void Init () {

        // Get existing open window or if none, make a new one:

        BatchLightProperties window = (BatchLightProperties)EditorWindow.GetWindow (typeof (BatchLightProperties));

    }

    void OnGUI () {

        GUILayout.Label ("Light Properties", EditorStyles.boldLabel);

        NumberofLights = EditorGUILayout.IntField("No. of Lights", NumberofLights);

        for(int k = 0; k < NumberofLights; k++)

        {

            if(lightObjects.Count < NumberofLights)

            {

                lightObjects.Add(new Object()); 

            }

        }

        for(int j = 0; j < lightObjects.Count; j++)

        {

            lightObjects[j] = EditorGUILayout.ObjectField("Light: ",lightObjects[j],typeof(Object));    

        }

        EditorGUILayout.Separator();

        EditorGUILayout.Separator();

        lightRange = EditorGUILayout.FloatField("Light Range", lightRange);

        lightColor = EditorGUILayout.ColorField("Light Color", lightColor);

        lightIntensity = EditorGUILayout.Slider("Light Intensity", lightIntensity,0,8);     

    }

    void Update ()

    {

        foreach(Object obj in lightObjects){

            if(obj != null && obj.GetType() == typeof(GameObject))

            {

            GameObject lightGame = obj as GameObject;

            if (obj != null)

                {

                lightGame.light.color = lightColor;

                lightGame.light.range = lightRange;

                lightGame.light.intensity = lightIntensity;

                }       

            } 

        }

    }   

}