Twisted Tower Tactics

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Showing 50 of 2062 translations (Page 39 of 42)
EN: West
Oeste
chatgpt
EN: West
Oeste
chatgpt
EN: What did you like? Dislike?
Do que você gostou? Do que não gostou?
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EN: What did you like? Dislike?
Do que você gostou? Do que não gostou?
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EN: What should we do with the drunken...me?
O que vamos fazer com o bêbado... eu?
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EN: What were you doing? What did you expect to happen? What happened instead?
O que você estava fazendo? O que esperava que acontecesse? O que aconteceu em vez disso?
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EN: When an invader afflicted by <Keyword>EBuffType::HEALING_REDUCTION</> dies, there's a <Highlight>{{CHANCE:percent}}%</> chance to heal the Commander for <Highlight>{{VALUE:number}}</> health. If the Commander is at full health, gain <Highlight>1</> gold instead.
Quando um invasor afetado por <Keyword>EBuffType::HEALING_REDUCTION</> morrer, há <Highlight>{{CHANCE:percent}}%</> de chance de curar o Comandante em <Highlight>{{VALUE:number}}</> de vida. Se o Comandante estiver com a vida cheia, ganhe <Highlight>1</> de ouro em vez disso.
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EN: When attacking an invader, deal <Highlight>{{TRIGGER_CURRENT_DEBUFF_DAMAGE:VALUE:percent}}%</> of the invader's current debuff tick damage as bonus damage.
Ao atacar um invasor, causa <Highlight>{{TRIGGER_CURRENT_DEBUFF_DAMAGE:VALUE:percent}}%</> do dano periódico atual de debuff do invasor como dano bônus.
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EN: When attacking invaders afflicted by <Keyword>EBuffType::BURN</>, deal <Highlight>{{DEAL_SPLASH_DAMAGE:DAMAGE_PERCENT:percent}}</>% damage to invaders within <Highlight>{{DEAL_SPLASH_DAMAGE:RANGE:number}}</> range of the target.
Ao atacar invasores afligidos por <Keyword>EBuffType::BURN</>, causa <Highlight>{{DEAL_SPLASH_DAMAGE:DAMAGE_PERCENT:percent}}</>% de dano aos invasores dentro de <Highlight>{{DEAL_SPLASH_DAMAGE:RANGE:number}}</> de alcance do alvo.
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EN: When attacking invaders afflicted by <Keyword>EBuffType::PLAGUE</>, towers and traps have a <Highlight>{{VALUE:percent}}%</> chance per damage dealt to apply <Highlight>1x</><Keyword>EBuffType::PLAGUE</> for <Highlight>{{DURATION:number}}</> seconds to a random invader within <Highlight>{{RADIUS:number}}</> range of the attacked invader.
Ao atacar invasores afetados por <Keyword>EBuffType::PLAGUE</>, torres e armadilhas têm <Highlight>{{VALUE:percent}}%</> de chance por dano causado de aplicar <Highlight>1x</><Keyword>EBuffType::PLAGUE</> por <Highlight>{{DURATION:number}}</> segundos a um invasor aleatório dentro de <Highlight>{{RADIUS:number}}</> de alcance do invasor atacado.
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EN: When attacking invaders afflicted by <Keyword>EBuffType::SLOW_MOVEMENT</> there's a <Highlight>{{ON_INVADER_HIT:CHANCE:percent}}%</> chance to apply <Keyword>EBuffType::FROZEN</> to the invader for <Highlight>{{APPLY_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Ao atacar invasores afligidos por <Keyword>EBuffType::SLOW_MOVEMENT</>, há <Highlight>{{ON_INVADER_HIT:CHANCE:percent}}%</> de chance de aplicar <Keyword>EBuffType::FROZEN</> ao invasor por <Highlight>{{APPLY_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: When attacking invaders afflicted by <Keyword>EBuffType::SLOW_MOVEMENT</>, towers and traps have a <Highlight>{{VALUE:percent}}%</> chance per damage dealt to apply <Keyword>EBuffType::FROZEN</> for <Highlight>{{DURATION:number}}</> seconds.
Ao atacar invasores afetados por <Keyword>EBuffType::SLOW_MOVEMENT</>, torres e armadilhas têm <Highlight>{{VALUE:percent}}%</> de chance por dano causado de aplicar <Keyword>EBuffType::FROZEN</> por <Highlight>{{DURATION:number}}</> segundos.
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EN: When attacking the Commander, removes <Highlight>{{REMOVE_GOLD_ON_HIT:VALUE:number}}</> gold per hit.
Ao atacar o Comandante, remove <Highlight>{{REMOVE_GOLD_ON_HIT:VALUE:number}}</> de ouro por acerto.
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EN: When destroyed: Gain 1 artifact.
Ao ser destruído: ganha 1 artefato.
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EN: When destroyed: Gain 1 artifact.
Ao ser destruído: ganha 1 artefato.
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EN: When destroyed: Gain 1 module.
Ao ser destruído: ganha 1 módulo.
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EN: When destroyed: Gain {0} experience.
Ao ser destruído: ganha {0} de experiência.
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EN: When destroyed: Gain {0} gold.
Ao ser destruído: ganha {0} de ouro.
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EN: When invaders take damage their movement speed is decreased by <Highlight>{{CHANGE_ENEMY_SPEED_ON_DAMAGE_SLOW_CHANGE_PERCENT:percent}}%</>. If they have not taken any damage for <Highlight>{{CHANGE_ENEMY_SPEED_ON_DAMAGE_DELAY:number}}</> seconds their movement speed is increased by <N_Highlight>{{CHANGE_ENEMY_SPEED_ON_DAMAGE_FAST_CHANGE_PERCENT:percent}}%</> instead.
Quando os invasores recebem dano, sua velocidade de movimento é reduzida em <Highlight>{{CHANGE_ENEMY_SPEED_ON_DAMAGE_SLOW_CHANGE_PERCENT:percent}}%</>. Se não receberem dano por <Highlight>{{CHANGE_ENEMY_SPEED_ON_DAMAGE_DELAY:number}}</> segundos, sua velocidade de movimento é aumentada em <N_Highlight>{{CHANGE_ENEMY_SPEED_ON_DAMAGE_FAST_CHANGE_PERCENT:percent}}%</>.
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EN: When killing an invader, all towers within range gain <Highlight>{{GIVE_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_SPEED</> buff for <Highlight>{{GIVE_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Ao matar um invasor, todas as torres dentro do alcance ganham <Highlight>{{GIVE_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_SPEED</> buff por <Highlight>{{GIVE_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: When killing an invader, apply <Highlight>{{APPLY_BUFF_ON_TRIGGER:STACKS:number}}</>x<Keyword>EBuffType::SLOW_MOVEMENT</> and <Highlight>{{APPLY_BUFF_2_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::DECREASE_HEALTH</> for <Highlight>{{APPLY_BUFF_ON_TRIGGER:DURATION:number}}</> seconds to all invaders within <Highlight>{{APPLY_BUFF_ON_TRIGGER:RANGE:number}}</> range of the killed invader.
Ao matar um invasor, aplique <Highlight>{{APPLY_BUFF_ON_TRIGGER:STACKS:number}}</>x<Keyword>EBuffType::SLOW_MOVEMENT</> e <Highlight>{{APPLY_BUFF_2_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::DECREASE_HEALTH</> por <Highlight>{{APPLY_BUFF_ON_TRIGGER:DURATION:number}}</> segundos a todos os invasores no raio de <Highlight>{{APPLY_BUFF_ON_TRIGGER:RANGE:number}}</> do invasor morto.
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EN: When killing an invader, deal <Highlight>{{DEAL_SPLASH_DAMAGE:DAMAGE:number}}</> Damage to all invaders within <Highlight>{{DEAL_SPLASH_DAMAGE:RANGE:number}}</> range.
Ao matar um invasor, causa <Highlight>{{DEAL_SPLASH_DAMAGE:DAMAGE:number}}</> de Dano a todos os invasores dentro de <Highlight>{{DEAL_SPLASH_DAMAGE:RANGE:number}}</> de alcance.
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EN: When killing an invader, heal the Commander for <Highlight>{{HEAL_COMMANDER_ON_TRIGGER:HEAL:number}}</> health.
Ao matar um invasor, cura o Comandante em <Highlight>{{HEAL_COMMANDER_ON_TRIGGER:HEAL:number}}</> de vida.
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EN: When refreshing the duration of the debuffs the duration is increased by an additional <Highlight>{{MODIFY_TORNADO_REFRESH_DURATION:VALUE:number}}</> second.
Ao atualizar a duração dos debuffs, a duração é aumentada em mais <Highlight>{{MODIFY_TORNADO_REFRESH_DURATION:VALUE:number}}</> segundo.
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EN: When refreshing the duration of the debuffs there's a <Highlight>{{MODIFY_TORNADO_APPLY_BUFF_ON_REFRESH_CHANCE:VALUE:percent}}%</> chance to apply <Highlight>1x</><Keyword>EBuffType::BURN</> debuff for <Highlight>3</> seconds.
Ao atualizar a duração dos debuffs, há uma chance de <Highlight>{{MODIFY_TORNADO_APPLY_BUFF_ON_REFRESH_CHANCE:VALUE:percent}}%</> de aplicar <Highlight>1x</><Keyword>EBuffType::BURN</> debuff por <Highlight>3</> segundos.
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EN: When the invader takes damage from a non-debuff source, it deals damage equal to its Burn stacks to all other invaders within <Highlight>{Radius}</> range. ({Cooldown} second cooldown.)
Quando o invasor recebe dano de uma fonte que não seja debuff, ele causa dano igual aos seus acúmulos de Queimadura a todos os outros invasores num raio de <Highlight>{Radius}</>. ({Cooldown} segundos de recarga.)
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EN: When the invader takes damage from a non-debuff source, it deals damage equal to its Burn stacks to all other invaders within <Highlight>{Radius}</> range. ({Cooldown} second cooldown.)
Quando o invasor recebe dano de uma fonte que não seja debuff, ele causa dano igual aos seus acúmulos de Queimadura a todos os outros invasores num raio de <Highlight>{Radius}</>. ({Cooldown} segundos de recarga.)
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EN: When the invader's health reaches <Highlight>{{BELOW_OR_EQUAL_HEALTH_THRESHOLD:HEALTH_PERCENT:percent}}%</> it turns <Keyword>EBuffType::INVISIBILITY</> for <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Quando a vida do invasor chega a <Highlight>{{BELOW_OR_EQUAL_HEALTH_THRESHOLD:HEALTH_PERCENT:percent}}%</>, ele fica <Keyword>EBuffType::INVISIBILITY</> por <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: When this tower applies a buff or a debuff, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stack.
Quando esta torre aplica um buff ou um debuff, aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulo extra.
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EN: When this tower applies a buff or debuff, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stack.
Quando esta torre aplica um buff ou debuff, ela aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulo extra.
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EN: When this tower applies a debuff or buff, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stack.
Quando esta torre aplica um debuff ou buff, aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulo extra.
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EN: When this tower applies a debuff to an invader, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stack.
Quando esta torre aplica um debuff a um invasor, ela aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulo extra.
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EN: When this tower applies a debuff to an invader, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stack.
Quando esta torre aplica um debuff a um invasor, ela aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulo extra.
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EN: When this tower applies a debuff to an invader, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stack.
Quando esta torre aplica um debuff a um invasor, ela aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulo extra.
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EN: When this tower applies a debuff to an invader, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stacks.
Quando esta torre aplica um debuff a um invasor, ela aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulos extras.
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EN: When this tower applies a debuff to an invader, it applies <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> extra stacks. <N_Highlight>{{MULTIPLY_BUFF_DURATION:VALUE:percent}}%</> Buff duration.
Quando esta torre aplica um debuff a um invasor, aplica <Highlight>{{MODIFY_BUFF_STACKS:VALUE:number}}</> acúmulos extras. <N_Highlight>{{MULTIPLY_BUFF_DURATION:VALUE:percent}}%</> Duração de buff.
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EN: Whenever <Keyword>EBuffType::BURN</> debuff deals damage to an invader it also deals <Highlight>{{BURN_DEALS_AOE_DAMAGE_PERCENT:percent}}%</> damage to all invaders within <Highlight>{{BURN_DEALS_AOE_DAMAGE_RADIUS:number}}</> range. <i>(Minimum 1 damage)</>
Sempre que o debuff <Keyword>EBuffType::BURN</> causar dano a um invasor, ele também causa <Highlight>{{BURN_DEALS_AOE_DAMAGE_PERCENT:percent}}%</> de dano a todos os invasores dentro de <Highlight>{{BURN_DEALS_AOE_DAMAGE_RADIUS:number}}</> de alcance. <i>(Mínimo de 1 de dano)</>
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EN: Whenever <Keyword>EBuffType::PLAGUE</> spreads there's a <Highlight>{{CHANCE:percent}}%</> chance to apply <Highlight>1x</><Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> for <Highlight>{{DURATION:number}}</> seconds.
Sempre que <Keyword>EBuffType::PLAGUE</> se espalhar, há <Highlight>{{CHANCE:percent}}%</> de chance de aplicar <Highlight>1x</><Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> por <Highlight>{{DURATION:number}}</> segundos.
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EN: Whenever a tower critically hits an invader it applies <Highlight>1x</><Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> stack for <Highlight>{{DURATION:number}}</> seconds, plus additional stacks for every <Highlight>{{INTERVAL:number}}</> damage dealt.
Sempre que uma torre acerta um crítico em um invasor, ela aplica <Highlight>1x</><Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> por <Highlight>{{DURATION:number}}</> segundos, mais acúmulos adicionais a cada <Highlight>{{INTERVAL:number}}</> de dano causado.
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EN: Whenever a tower gains gold from <Keyword>EBuffType::GOLD_BUILDUP</>, that tower gains <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> and <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::BUFF_DURATION_INCREASE</>.
Sempre que uma torre ganha ouro de <Keyword>EBuffType::GOLD_BUILDUP</>, essa torre ganha <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> e <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::BUFF_DURATION_INCREASE</>.
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EN: Whenever a trap or tower attacks an invader with <Keyword>EBuffType::TAKEN_DAMAGE_INCREASE</> there's a <Highlight>{{CHANCE:percent}}%</> chance to cause a lightning to strike the invader, dealing <Highlight>{{DAMAGE:number}}</> damage.
Sempre que uma armadilha ou torre atacar um invasor com <Keyword>EBuffType::TAKEN_DAMAGE_INCREASE</>, há <Highlight>{{CHANCE:percent}}%</> de chance de fazer um raio atingir o invasor, causando <Highlight>{{DAMAGE:number}}</> de dano.
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EN: Whenever an <Keyword>Keyword::Isolation</> invader within range dies, gain <Highlight>{{GAIN_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> buff stacks for <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Sempre que um invasor <Keyword>Keyword::Isolation</> dentro do alcance morrer, ganha <Highlight>{{GAIN_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> acúmulos de buff por <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: Whenever an invader afflicted by <Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> debuff dies:\r - If it died due to direct damage: Apply <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> to the responsible trap or tower.\r - If it died due to debuff damage: Apply <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::BUFF_DURATION_INCREASE</> to the responsible trap or tower.
Sempre que um invasor afetado pelo debuff <Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> morrer:\r - Se morreu devido a dano direto: Aplique <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> à armadilha ou torre responsável.\r - Se morreu devido a dano de debuff: Aplique <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::BUFF_DURATION_INCREASE</> à armadilha ou torre responsável.
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EN: Whenever an invader afflicted by <Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> debuff dies:\r - If it died due to direct damage: Apply <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> to the responsible trap or tower.\r - If it died due to debuff damage: Apply <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::BUFF_DURATION_INCREASE</> to the responsible trap or tower.
Sempre que um invasor afetado pelo debuff <Keyword>EBuffType::DAMAGE_ON_MOVEMENT</> morrer:\r - Se morreu devido a dano direto: Aplique <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::ATTACK_DAMAGE</> à armadilha ou torre responsável.\r - Se morreu devido a dano de debuff: Aplique <Highlight>{{VALUE:number}}x</><Keyword>EBuffType::BUFF_DURATION_INCREASE</> à armadilha ou torre responsável.
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EN: Whenever an invader dies within <Highlight>{{ON_NEARBY_INVADER_DEATH:RANGE:number}}</> range, heal self for <Highlight>{{HEAL_SELF_ON_TRIGGER:VALUE:percent}}%</> of its max health.
Sempre que um invasor morrer dentro do alcance de <Highlight>{{ON_NEARBY_INVADER_DEATH:RANGE:number}}</>, cura-se em <Highlight>{{HEAL_SELF_ON_TRIGGER:VALUE:percent}}%</> da sua vida máxima.
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EN: Whenever an invader is killed it explodes, dealing <Highlight>{{DAMAGE_PERCENT:percent}}%</> of the killing blow's damage to all invaders within <Highlight>{{RADIUS:number}}</> range.
Sempre que um invasor for morto, ele explode, causando <Highlight>{{DAMAGE_PERCENT:percent}}%</> do dano do golpe final a todos os invasores dentro de <Highlight>{{RADIUS:number}}</> de alcance.
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EN: Whenever the invader takes damage, gain <Highlight>1x</><Keyword>EBuffType::FLAT_ARMOR_INCREASE</> for <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Sempre que o invasor sofrer dano, recebe <Highlight>1x</><Keyword>EBuffType::FLAT_ARMOR_INCREASE</> por <Highlight>{{GAIN_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: Whenever this tower attacks, all other traps and towers within range gain <Highlight>{{GIVE_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_SPEED</> for <Highlight>{{GIVE_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Sempre que esta torre atacar, todas as outras armadilhas e torres dentro do alcance ganham <Highlight>{{GIVE_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_SPEED</> por <Highlight>{{GIVE_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: Whenever this tower or trap critically hits: Apply <Highlight>{{GIVE_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_SPEED</> to a random tower or trap within range for <Highlight>{{GIVE_BUFF_ON_TRIGGER:DURATION:number}}</> seconds.
Sempre que esta torre ou armadilha acerta um crítico: Aplique <Highlight>{{GIVE_BUFF_ON_TRIGGER:STACKS:number}}x</><Keyword>EBuffType::ATTACK_SPEED</> a uma torre ou armadilha aleatória dentro do alcance por <Highlight>{{GIVE_BUFF_ON_TRIGGER:DURATION:number}}</> segundos.
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EN: Whenever your Commander takes damage, gain gold equal to the damage taken.
Sempre que seu Comandante receber dano, ganhe ouro igual ao dano recebido.
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