I'll give you a general rundown in abilities along with it so you get a better idea of how it works. All abilities have two or more files to them. There's an Ability file, and a Buff file. The Ability file defines the basic concept for the ability: who it can target, the range, costs, whether it needs research, etc. Then the Ability file refenrences the Buff, which is the meat of the ability that tells you what it does. Sometimes an ability can actually be multiple buffs.
Shield projection is a good example, actually. AbilityShieldProjection refrences BuffShieldProjectionCaster. When you open it, you see it does two things:
buffInstantActionType "PlayPersistantAttachedEffect"
and
buffInstantActionType "ApplyBuffToTargetsInRadius"
The first one is the graphic effect that you're looking for:
effectInfo
effectAttachInfo
attachType "Ability"
abilityIndex 0
smallEffectName "Buff_ShieldProjectionChanneling"
largeEffectName "Buff_ShieldProjectionChanneling"
attachType can be one of a few settings that basically decide where the effect appears. There's Ability, Above, and Aura (aura being below the ship model), and I *think* there's a Center.
The second applies a second buff, so it also contains targetting info, and refrences BuffShieldProjectionTarget, which then says that all the ships it applies share 33% of the damage.
Now getting back to the effect, TargetingUplink has two: one for the caster, which is the aura below the ship:
effectInfo
effectAttachInfo
attachType "Aura"
smallEffectName "Buff_TargetingUplinkSelf"
largeEffectName "Buff_TargetingUplinkSelf"
And one for the affected targets, which is the crosshair thing above them:
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalBuff_TargetingUplink"
largeEffectName "CapitalBuff_TargetingUplinkLarge"
soundID ""
You can just replace the Shield Projection one with whichever of those (or any other buff effect) you like!