Why? The code is relatively nice, with clear triggers and start/end times separately for different events. Why would it require modification of ALL triggers? Same with random rolls.Because the randomness and frequency triggers/checks are applied to all content at its foundation, so if you want the scheduling rules modified and the randomness removed and/or to provide mechanics to override it, then it's pretty much all content triggers that need to undergo the modifications.
I mean I'm not going to spend time rebalancing someone else's game in which I already read through all of the content that interested me. Just for you though I'm attaching a version where you can see any scene that you want by using the computer. Took me all of 15 minutes and 5 of those because Notepad++ and Twine were both struggling with the file size. FYI VS Code works just fine. Of course some scenes may glitch out due to some preconditions not being met, especially if you don't use the starting one, so save before using it and all that. Also it's based on the version I had already downloaded, so not the latest but one of the last ones. Oh and sorry about the archive, filesize was too large. It's just an html file of the game.As you note yourself, the code can be viewed in any text editor, so you could've done just that instead of making a rather disingenuous (or at best ignorant) statement/question about "not being sure" regarding the implementation difficulty. Don't tell others to do what you aren't apparently willing to do yourself.
Hopefully now it's acceptable for me to criticize