Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Once per turn (Quick Effect): You can discard 1 Wyrm monster; this card gains 1000 DEF until the end of this turn. Once per battle, during damage calculation, if this Attack Position card battles an Attack Position monster (Quick Effect): You can apply each card's DEF for damage calculation.
--龍狸燈
--Dracoon Lamp
--Scripted by Eerie Code
local s,id=GetID()
function s.initial_effect(c)
	--Increase DEF
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_DEFCHANGE)
	e1:SetType(EFFECT_TYPE_QUICK_O)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetCost(s.defcost)
	e1:SetOperation(s.defop)
	c:RegisterEffect(e1)
	--Change stats
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCondition(s.con)
	e2:SetCost(s.cost)
	e2:SetOperation(s.op)
	c:RegisterEffect(e2)
end
function s.defcfilter(c)
	return c:IsRace(RACE_WYRM) and c:IsDiscardable()
end
function s.defcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.defcfilter,tp,LOCATION_HAND,0,1,nil) end
	Duel.DiscardHand(tp,s.defcfilter,1,1,REASON_COST|REASON_DISCARD)
end
function s.defop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and c:IsFaceup() then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_DEFENSE)
		e1:SetValue(1000)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		c:RegisterEffect(e1)
	end
end
function s.con(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	return bc~=nil and c:IsAttackPos() and bc:IsAttackPos() and not bc:IsType(TYPE_LINK)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:GetFlagEffect(id)==0 end
	c:RegisterFlagEffect(id,RESET_CHAIN,0,1)
end
function s.op(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	if c:IsRelateToBattle() and bc and bc:IsRelateToBattle() then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_FIELD)
		e1:SetCode(EFFECT_CHANGE_BATTLE_STAT)
		e1:SetRange(LOCATION_MZONE)
		e1:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE)
		e1:SetTarget(function(e2,c2) return c2==c or c2==bc end)
		e1:SetValue(function(e3,c3) return c3:GetDefense() end)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE_CAL)
		c:RegisterEffect(e1)
	end
end