That's quite easy to trigger:
X coordinate of an orbiting effect: originx + orbitrange * cos(angle)
Y coordinate of an orbiting effect: originy + orbitrange * sin(angle)
The location (originx, originy) is the origin the effect orbits around.
orbitrange is the range of the circle the effect moves around.
angle is the angle between the origin location and the current effect location.
Example:
If your effect travels around the building within one second, then do the following:
Periodically, change angle to 6*( seconds up to one second) passed and set the location of the effect
to ( originx + orbitrange * cos(angle), originy + orbitrange * sin(angle))