Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. While this card is treated as a Continuous Spell by this effect, during each Standby Phase: Place 1 Pumpkin Counter on this card. All monsters your opponent controls lose 100 ATK/DEF for each Pumpkin Counter on this card.
--ゴースト姫－パンプリンセス－
--Pumprincess the Princess of Ghosts
local s,id=GetID()
function s.initial_effect(c)
	c:EnableCounterPermit(0x2f,LOCATION_SZONE)
	--send replace
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_TO_GRAVE_REDIRECT_CB)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e1:SetCondition(s.repcon)
	e1:SetOperation(s.repop)
	c:RegisterEffect(e1)
end
s.counter_place_list={0x2f}
function s.repcon(e)
	local c=e:GetHandler()
	return c:IsFaceup() and c:IsLocation(LOCATION_MZONE) and c:IsReason(REASON_DESTROY)
end
function s.repop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local e1=Effect.CreateEffect(c)
	e1:SetCode(EFFECT_CHANGE_TYPE)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetReset(RESET_EVENT|RESETS_STANDARD&~RESET_TURN_SET)
	e1:SetValue(TYPE_SPELL+TYPE_CONTINUOUS)
	c:RegisterEffect(e1)
	--counter
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_COUNTER)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCode(EVENT_PHASE|PHASE_STANDBY)
	e2:SetCountLimit(1)
	e2:SetTarget(s.addct)
	e2:SetOperation(s.addc)
	e2:SetReset(RESET_EVENT|RESETS_STANDARD)
	c:RegisterEffect(e2)
	--addown
	local e3=Effect.CreateEffect(c)
	e3:SetCode(EFFECT_UPDATE_ATTACK)
	e3:SetType(EFFECT_TYPE_FIELD)
	e3:SetRange(LOCATION_SZONE)
	e3:SetTargetRange(0,LOCATION_MZONE)
	e3:SetValue(s.adval)
	e3:SetReset(RESET_EVENT|RESETS_STANDARD)
	c:RegisterEffect(e3)
	local e4=e3:Clone()
	e4:SetCode(EFFECT_UPDATE_DEFENSE)
	c:RegisterEffect(e4)
end
function s.addct(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_COUNTER,nil,1,0,0x2f)
end
function s.addc(e,tp,eg,ep,ev,re,r,rp)
	if e:GetHandler():IsRelateToEffect(e) then
		e:GetHandler():AddCounter(0x2f,1)
	end
end
function s.adval(e,c)
	return e:GetHandler():GetCounter(0x2f)*-100
end