If you want to change the effect of a spell i suggest you start with VisualFxInst.d.
For Example in spellFX_Charm:
Code:
INSTANCE spellFX_Charm (CFx_Base_Proto)
{
visname_S = "MFX_CHARM_INIT";
emtrjoriginnode = "ZS_RIGHTHAND";
emtrjmode_s = "fixed";
emtrjloopmode_s = "NONE";
emtrjeasefunc_s = "LINEAR";
emtrjdynupdatedelay = 0.;
//emFXInvestOrigin_S = "spellFX_Sleep_ORIGIN";
emFXInvestTarget_S = "spellFX_Charm_TARGET";
};
visname_S = "MFX_CHARM_INIT";
tells the game that the effect MFX_CHARM_INIT should be used.
under the spellFX_CHARM_KEY_XXX stuff you can change the effect according to what the player is doing.
Code:
INSTANCE spellFX_CHARM_KEY_CAST (C_ParticleFXEmitKey)
{
visname_S = "MFX_CHARM_ORIGIN";
//emtrjmode_s = "TARGET";
emtrjeasevel = 1400.;
sfxid = "MFX_Sleep_Cast";
//emCreateFXID = "FX_CAST2";
};
This
Code:
visname_S = "MFX_CHARM_ORIGIN";
is probably what you want to change to get a different effect when the spell is cast.