Flawless
All non-Effect Monsters on the field are unaffected by monster effects. Once per turn, if your opponent Special Summons an Effect Monster(s), while you control a face-down monster or non-Effect Monster (except during the Damage Step): You can draw 2 cards.
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--immune effect
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_IMMUNE_EFFECT)
	e2:SetRange(LOCATION_FZONE)
	e2:SetTargetRange(LOCATION_MZONE, LOCATION_MZONE)
	e2:SetTarget(s.etarget)
	e2:SetValue(s.efilter)
	c:RegisterEffect(e2)
	local e3 = Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_DRAW)
	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_DELAY + EFFECT_FLAG_PLAYER_TARGET + EFFECT_FLAG_ACTIVATE_CONDITION)
	e3:SetRange(LOCATION_FZONE)
	e3:SetCountLimit(1)
	e3:SetCondition(s.drcon)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
end
function s.etarget(e, c)
	return not c:IsType(TYPE_EFFECT)
end
function s.efilter(e, re)
	return re:IsActiveType(TYPE_MONSTER)
end
function s.drfilter1(c)
	return (not c:IsType(TYPE_EFFECT) and c:IsFaceup()) or c:IsFacedown()
end
function s.drfilter2(c, tp)
	return c:IsType(TYPE_EFFECT) and c:IsSummonPlayer(1 - tp) and c:IsFaceup()
end
function s.drcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.IsExistingMatchingCard(s.drfilter1, tp, LOCATION_MZONE, 0, 1, nil) and eg:IsExists(s.drfilter2, 1, nil, tp)
end
function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsPlayerCanDraw(tp, 2)
	end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(2)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 2)
end
function s.drop(e, tp, eg, ep, ev, re, r, rp)
	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
	Duel.Draw(p, d, REASON_EFFECT)
end


Flawless
All non-Effect Monsters on the field are unaffected by monster effects. Once per turn, if your opponent Special Summons an Effect Monster(s), while you control a face-down monster or non-Effect Monster (except during the Damage Step): You can draw 2 cards.
-- Flawless
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--immune effect
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_IMMUNE_EFFECT)
	e2:SetRange(LOCATION_FZONE)
	e2:SetTargetRange(LOCATION_MZONE, LOCATION_MZONE)
	e2:SetTarget(s.etarget)
	e2:SetValue(s.efilter)
	c:RegisterEffect(e2)
	local e3 = Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_DRAW)
	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_DELAY + EFFECT_FLAG_PLAYER_TARGET + EFFECT_FLAG_ACTIVATE_CONDITION)
	e3:SetRange(LOCATION_FZONE)
	e3:SetCountLimit(1)
	e3:SetCondition(s.drcon)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
end
function s.etarget(e, c)
	return not c:IsType(TYPE_EFFECT)
end
function s.efilter(e, re)
	return re:IsActiveType(TYPE_MONSTER)
end
function s.drfilter1(c)
	return (not c:IsType(TYPE_EFFECT) and c:IsFaceup()) or c:IsFacedown()
end
function s.drfilter2(c, tp)
	return c:IsType(TYPE_EFFECT) and c:IsSummonPlayer(1 - tp) and c:IsFaceup()
end
function s.drcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.IsExistingMatchingCard(s.drfilter1, tp, LOCATION_MZONE, 0, 1, nil) and eg:IsExists(s.drfilter2, 1, nil, tp)
end
function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsPlayerCanDraw(tp, 2)
	end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(2)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 2)
end
function s.drop(e, tp, eg, ep, ev, re, r, rp)
	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
	Duel.Draw(p, d, REASON_EFFECT)
end

