That is kind of funny, and a little worrying if you legit don't remember doing the math. Are you working too fast or spreading yourself too thin? Do you have this code on a private repo? Maybe something like git repo where you have to do commits with messages will keep note of things/organized.
The new math will definitely fix the bug. Whether or not it'll do what you intended (because, no one other than the person themselves can truly ever know one's true intentions) is another matter.
The new calculation's will start at 600% for (assuming the denominator is 1) when Tara's random event will happen. As each event happens, that'll go down by 100% until it hits zero. But since the denominator ranges any where from 1 to 14 at the most, the percentage (other than 0 %) can range from 600% to 42% when you still have all of Tara's events, to 100% to 7.14% when you have only 1 of Tara's event. But since there's a max(chance, 10). You can only get a 600% to a 10% chance of an event firing (originally wrote this wrong.
MaienM corrected me)
So with all 6 of Tara's event available, there's a 10% of them firing. With 1 of Tara's event available, there's a 7.14% of it firing.
A side tangent. I just noticed this.
script.rpy at line 586-587:
Code:
# Multiply the remaining days count by 1
return remaining_days * 1 + 7
Any number multiplied by 1 is itself so multiplying by 1 doesn't do anything. It has no affect on the game, but yeah, this might a sign you might be working too fast or spreading yourself too thin.