Code:
Attack.act_del_spell(target,"effect_stun")
Attack.act_apply_spell_begin( target, "effect_stun", duration, false )
Attack.act_apply_par_spell( "disreload", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "disspec", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "initiative", -inbonus, 0, 0, duration, false)
Attack.act_apply_par_spell( "speed", -speedbonus , 0, 0, duration, false)
Attack.act_apply_spell_end()
Attack.atom_spawn(target, pause, "effect_stun", 0, true)
Not 100% sure without poking it, but the 'atom_spawn' could be an animation effect, though I'm not sure about the arguments. I'd be fairly certain though that the 'pause' variable is telling it to not let you continue to make orders while it's in effect. It just occurred to me that applying that argument to more effects would speed up combat a lot. Like, how Celestial guards (the things royal griffens spawn) remove debuffs on them without halting you from making actions.
I wouldn't mind a few longer than normal spell effects if they'd just queue up as I played. Hmm.