The best way to judge the sentiment is to analyze the script. Let's take the love shield as an example.
This is a text package:
Http://blog.sina.com.cn/s/blog_624893280100vymp.html
Open evm020.txt.
We can see some of the following (I have switched the Japanese code)
[Selected limb] </P> <p> <sltdel all> <br/> <sltadd 0, selected limb, "This is the case"> <br/> <sltadd 1, selected limb B, <br/> <sltrun> </P> <p> // -------------------------------------------------------------- </P> <p> [selected a] </P> /P> <p> <Inc Nai goodwill> <br/> <if the selected limb is a patient, (evm020 has been successfully completed before = 0)> <br/> <if has been successfully completed, (g_evm020a = 1 ),&, (g _ worker = 1)>
They are all plain text. It is very easy to choose a "It turns out so"-> to increase the goodwill ..
INC = increase added
Well, think about it. How many posts will mark the goodwill?
Like homemate, H must be carried out with a high sensitivity, so if there is a label, you can consider pushing it.
In fact, it makes no sense to mark the good feelings.
Why, because some gal does not rely on sensory judgment, and usually relies on one or two options to determine the outcome.
Others only control CG display.
In turn, it means that the sense will also reduce the General Gal gameplay, so it should not.
Love shield has very few Fault Tolerance options. I remember that 19 options should be selected to 15-16 for personal ending. (Snow is 15, Ju Nai can't remember, as if 16)
One or two options are very important.
For example, if the player sees that the option has just been selected and his kind of goodwill has not increased, it indicates that the option is wrong. He can re-load the option, which is not suitable for the game.