I figured something out in terms of the varient skins. Having done some programming I've used random functions before.
Say Blue fang wanted a 1 in 4 chance of producing a white tiger. They use the game's clock to determine a random number. Programmers often use the game's clock or the actual clock to determine a random number... for example. As I write this, my clock says 7:25 PM, Different programming languages interpret this (caried out to fractions of a second) as an integer as opposed to the actual time. 7:25 PM and 36.5 seconds could be represented as 725365. It's not, but for the purposes of this explanation, it is. What randomizers will do, is they'll take that current integer time and divide by the number of chances or random numbers that the program wishes to create. In this case, they want 4 different options. The program will divide 725365 by 4 and use the remainder as the random number. This random function can return the numbers: 0, 1, 2 and 3 as possible remainders... in the case I've given, the remainder is 1. Let's say that the program has decided that whenever this function returns a 0 a white tiger will be created, otherwise a regular bengal tiger will be created. Because the remainder in the example I gave is a 1, the tiger placed at that exact moment will not be a white tiger.
For those of you still following me, I've learned that there is no change of whether or not an alternate skin is created if animals are adopted while the game is on pause. This means that the games random function is tied to the game clock as opposed to the real clock. This is effectively another "smaller" problem with the game.