Thank you for the answer
It helped me understand. Can you negate darkness with you humanity or reduce it somehow?
I have not seen any hints of any one stat "negating" another as many have hinted. As your top three stats change those receiving bonus points to rolls during their decision roll phase will change, thus affecting behaviors. This doesn't mean that just because you got 3 Aquamarines (i think that is the humanity one, again off the top of my head) and raised her Humanity/Reason by 300pts, and she seems to now have stopped a certain behavior, that she actually stopped. She just has a more diverse selection of possibilities now, so she is choosing from a larger assortment of choices.
I made a chart that has been ripped off and modded by a few others presently who didn't credit me at all... Not that I really care, but I think I was one of the first that was digging in the core engineering of the game code... Let me find that... I'm getting a bit scattered due to the overwhelming number of issues I am trying to help people with...
Okay, so all traits and lifestyles seem to gain the most benefits from two other traits -- however this is not all inclusive, and almost every trait gains a new bonus to other actions when combined with ANY other trait. So I am focusing on the common ones that benefit each type MOST resulting in the largest bonuses towards the most choices, as this is most important when choosing a lifestyle path for the girl... I have included the translations that are common and the words I have "substituted" myself for these things, since they are more sensible IMHO... I believe that some of these are poor English substitutes for what they do to the girl's personality and lead to false impressions.
Lifestyles are awarded based on the top two scoring traits when the 4th heart is received...
Driver (Pacesetter/"Independent/Leader"):
#1 Girl Power/Pheromone/"Femininity" + (#2 Reason/Humanity/"Intellectual", #3 Darkness/Moodiness/"Fickle", #4 Vigilance/Guarded/"Modesty", #5 Sociability)
Armchair (Inexperienced/"Leisurely"):
#1 "Reliability"/Trust + (#2 Reason/Humanity/"Intellectual" #3 Girl Power/Pheromone/"Femininity," #4 Darkness/Moodiness/"Fickle," #5 Vigilance/Guarded/"Modesty")
Baby (Indulgent/"Outgoing"):
#1 Sociability + (#2 "Reliability"/Trust, #3 Humanity/Reason/"Intellectual," #3 Girl Power/Pheromone/"Femininity," #4 Perversion/Dirtiness/Transformation/"Sexuality," #4 Instinct/"Survival," #5 "Reliability"/Trust)
Excitement Seeker (Proficient/"Energetic"):
#1 Instinct/"Survival" + (#2 Perversion/Dirtiness/Transformation/"Sexuality" OR Vigilance/Guarded/"Modesty," #3 the other from previous, #4 Darkness/Moodiness/Fickle, #5 Sociability, #6 Girl Power/Pheromone/Femininity
Getter (Achiever/"Selfish/Manipulative"):
#1 Perversion/Dirtiness/Transformation/"Sexuality" + (#2 Instinct/"Survival" OR Humanity/Reason/"Intellectual," #3 the other from previous, #4 Girl Power/Pheromone/"Femininity," #5 Sociability, #6 Vigilance/Guarded/"Modesty")
Controller ("Mistress/Wife/Concubine"):
#1 Darkness/Moodiness/"Fickle" + (#2 Vigilance/Guarded/"Modesty," #3 "Reliability"/Trust, #4 Reason/Humanity/"Intellectual" or Sociability, #5 the other from previous, #6 Perversion/Dirtiness/Transformation/"Sexuality")
Each of these Lifstyles require top two trait scores to be present and benefit most off the others in the order shown providing the most possibilities of individual choices per situation. The traits also provide innate skills that the girl may inherit:
Note: (xx%) is the chance of inheriting the trait skill, each trait has a 38% to return "0" no skill awarded when it performs the 3 rolls upon receiving the 3rd heart. That is a potential of 9 skills + 1 additional based on her mood (morale, mistranslated Moral and thus people are incorrect in all assumptions based on "モラル ") + related H skills, a very unlucky person may not get any free trait skills except 1 of the mood based ones. When leveling to the 3rd and 4th hearts I suggest saving and using a gift to level them so you can reload and try again for a better roll, even save decent ones on alternate slots and try a few more times, since you cannot change this afterward.
Girl Power/Pheromone/"Femininity"
Cooking Lover (15%) will cook often if ingredients are available in stovetop storage
Clean Lover (15%) bathes often
Animal Lover (15%) like playing with pets
Sleeping Princess (15%) naps often
Priestess Bloodline (2%) resistant to temperature changes, darkness trait growth, and sickness
"Reliability"/Trust
Achiever (15%) gains more experience when performing tasks, improves at accelerated rate
Simple (15%) like receiving flattery
Reaction Lover (15%) likes to give the player gifts
Dear (15%) enjoys following the player, more inclined to threesome events
Devoted Partner (2%) enjoys talking to the player, will talk longer, trust and motivation get 10% boost per interaction
Reason/Humanity/"Intellectual"
Fishing Lover (15%) the girl will choose to fish more often
Clumsy/"Distracted" (15%) girl will be more likely to get injured
Crop Knowledge (15%) increases the speed of crop growth and yield potential
Avarice/"Eagerness" (15%) will often ask for help with item collections and/or recipes ingredients
Tireless/"Focused" (2%) girl no longer fatigues and doesn't need sleep like normal girls
Instinct/"Survival"
Glutton (15%) the girl likes to eat more often
Rain Lover (15%) is immune to negative status inflicted by poor weather conditions
Wild (15%) girl won't use furniture or live in homes (prefers bed of leaves and bathing in tidal pools)
Goods Supplier (15%) will forage more items from gather locations (hand icon)
Beastmaster (2%) girl will catch cats
Perversion/Dirtiness/Transformation/"Sexuality"
Moody/"Horny" (15%) girl's naughty mood will rise randomly without particular reason
Loves to Play/"Playful" (15%) girl will go out and play more often, increases positive mood randomly
Sexual Desire (15%) H-scenes and Naughty Talk will increase perversion exp, which will cause naughty mood to increase more rapidly, which leads to the girl requesting more H encounters and talking dirty. (lather, rinse, repeat)
Curiosity (15%) flattery and naughty talk will increase naughty mood and perversion exp (lather, rinse, repeat)
Cursed Body (2%) randomly gains naughty mood, but also fatigue, is made happy by sexual collapses, which makes it so you need to carry her to bed more often and she will need rest more often as well.
Vigilance/Guarded/"Modesty"
Sensitive/"Irritable" (15%) mood decreases faster causing lack of cooperation and a rise in darkness
Distrustful (15%) mood worsens when flattery or naughty conversation fails, causes rise in vigilance and darkness
Heart Wall/"Stubborn" (15%) won't listen to advice and will randomly choose to do their own thing
Body Management (15%) takes needed breaks when fatigue rises
Endurance (2%) girl no longer gets hungry and has no need to eat
Sociability
Lonely (15%) the girl prefers to speak with the player more than normal
Good Talker (15%) girl's relationship grows stronger with player and other girls after a conversation
Chatty (15%) sociability and relationship exp grow when talking, which makes the girl more likely to engage in conversation
Doer/"Socialite" (15%) increases maximum motivation which allows the girl more active time to engage in longer conversations and more activities per interaction before exhausting her timer
Super Sense/"Devoted" (2%) when you call the girl on your phone she will come no matter how far away she is
Darkness/Moodiness/"Fickle/Insanity"
Slacker/"Lethargic" (15%) often takes breaks, decreasing fatigue, but will also neglect her other needs in the process, increasing hunger, and reducing overall health
Fastidious/"Mysophobic/Ablutomanic" (15%) as the need for a bath increases, if the girl is performing another task, her mood will severely decrease
Misfortune (15%) will receive more 1 star items when foraging gather points
Weak Constitution/"Unhealthy" (15%) girl has a higher rate of illness
Deep Darkness/"Bi-Polar/Jealousy" (2%) when a girl socializes with other girls, or if the girl sees the player socializing with other girls, fatigue will rise sharply, causing an increase in darkness and more frequent girl collapses
One of these additional items are added in relation to the girl's mood when reaching the 3 heart mark... This is guaranteed.
Morality ("Mood/Morale") score 50% or lower
Unkempt/"Dissatisfied" (24%) girl has to consume twice as much drink to influence temperature abnormalities
Lucky (24%) girl finds more 2 star items at gather points
Digging Maniac (24%) girl finds more items when digging with the shovel
Bug collector (24%) will gather items more frequently with the bug net
Hunter (4%) girl gains increased exp from finding items and receiving gifts
Morality ("Mood/Morale") score 51% or higher
Courage (24%) girl will explore more on her own
Collector (24%) girl will forage for items more, which will increase her Instinct/Survival exp, which makes her want to forage items more (lather, rinse, repeat)
Terrain Grasp (24%) girl will mine more often with a pickaxe equipped
Guts (24%) a girl will not overheat as easily reducing fatigue and collapses, which increases productivity
Good Luck (4%) a girl will collect more 3 star items at gather points
Also, all of these things have direct influences over what choices are made each turn by the girl in the 16 potential options that she has available, of which many of these have reference tables for sub-decisions...
I.E. If she chooses 12/16 with her random rolls, that is "Game" which is engage in leisure activities... These include:
Reading
Gardening
Playing a game
Fishing
Swing on swing
etc...
Each of there will be rolled on, and many of these have other influencing factors. If more then one exceeds 10,000 pts in the series of rolls, then a tiebreaker roll will take place in a back and forth "sudden death" style decision.
Hopefully this will help you (and anyone else) better understand this, and the idea that there is no inherently negative stat or skill because all have two sides...
I.E. Sure a sickly girl collapses a lot, but this gives the player the option to carry her from a remote location to bed, then care for her illnesses or woes. This will increase her Trust/Reliability, Sociability, and Instinct as well as the relationship between the girl and the player. If another girl takes interest while she is down similar scores are added to both of them. Also, if you decide to be a deviant and take advantage of her in a helpless state, it will affect her Darkness, Vigilance, and Perversion similarly.
There really are no wrong choices, just different choices, which create new influences and outcomes in the shaping of each girl's personality. Sure some things are better than others depending on how YOU WANT to play the game, but there is no inherently wrong or bad outcome...
It's how you can think to use every situation to the player's benefit...