Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing a monster you control with 10 Zushin Counters. Once per turn: You can reveal this card in your hand, then target 1 Level 1 Normal Monster you control (keep this card revealed until the end of this turn); place 1 Zushin Counter on it. Unaffected by other cards' effects. If this card battles a monster, during damage calculation: ATK/DEF of this card become equal to the current ATK of the monster it is battling +1000, during that damage calculation only.
--眠れる巨人ズシン
--Zushin the Sleeping Giant
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	--cannot special summon
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e1:SetCode(EFFECT_SPSUMMON_CONDITION)
	c:RegisterEffect(e1)
	--special summon
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_SPSUMMON_PROC)
	e2:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e2:SetRange(LOCATION_HAND)
	e2:SetCondition(s.spcon)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
	--counter
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,0))
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetCategory(CATEGORY_COUNTER)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetRange(LOCATION_HAND)
	e3:SetCountLimit(1)
	e3:SetCost(s.countcost)
	e3:SetTarget(s.counttg)
	e3:SetOperation(s.countop)
	c:RegisterEffect(e3)
	--immune
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_SINGLE)
	e4:SetCode(EFFECT_IMMUNE_EFFECT)
	e4:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e4:SetRange(LOCATION_MZONE)
	e4:SetValue(s.efilter)
	c:RegisterEffect(e4)
	--atk up
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,1))
	e5:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DEFCHANGE)
	e5:SetType(EFFECT_TYPE_TRIGGER_F+EFFECT_TYPE_SINGLE)
	e5:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e5:SetCondition(s.atkcon)
	e5:SetOperation(s.atkop)
	c:RegisterEffect(e5)
end
s.counter_place_list={0x1039}
function s.spfilter(c,ft,tp)
	return c:IsFaceup() and c:GetCounter(0x1039)==10
end
function s.spcon(e,c)
	if c==nil then return true end
	return Duel.CheckReleaseGroup(c:GetControler(),s.spfilter,1,false,1,true,c,c:GetControler(),nil,false,nil)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,c)
	local g=Duel.SelectReleaseGroup(tp,s.spfilter,1,1,false,true,true,c,nil,nil,false,nil)
	if g then
		g:KeepAlive()
		e:SetLabelObject(g)
	return true
	end
	return false
end
function s.spop(e,tp,eg,ep,ev,re,r,rp,c)
	local g=e:GetLabelObject()
	if not g then return end
	Duel.Release(g,REASON_COST)
	g:DeleteGroup()
end
function s.countcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return not e:GetHandler():IsPublic() end
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_PUBLIC)
	e1:SetReset(RESETS_STANDARD_PHASE_END)
	e:GetHandler():RegisterEffect(e1)
end
function s.filter(c)
	return c:IsFaceup() and c:IsType(TYPE_NORMAL) and c:GetLevel()==1
end
function s.counttg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP)
	Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE,0,1,1,nil)
end
function s.countop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsFaceup() and tc:IsRelateToEffect(e) then
		tc:AddCounter(0x1039,1)
	end
end
function s.efilter(e,te)
	return te:GetOwner()~=e:GetOwner()
end
function s.atkcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetBattleTarget()
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	local val=bc:GetAttack()+1000
	if c:IsRelateToBattle() and c:IsFaceup() and bc:IsRelateToBattle() and bc:IsFaceup() then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_ATTACK_FINAL)
		e1:SetReset(RESET_PHASE|PHASE_DAMAGE_CAL)
		e1:SetValue(val)
		c:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_SET_DEFENSE_FINAL)
		c:RegisterEffect(e2)
	end
end