I want to elaborate a little on what cozzie said.
From the looks of that code, I'd say it's the combat code that determines your hit chance. It calculates the original hit chance based on if you caused damage, checks to see if the target can't avoid attacks at all, and then runs a d100 against the hit chance to see if the target gets hit.
In long format code, it'd look like this:
if self.damage < 0 #true/false IF check
hit = 100
else
hit = 100 - eva
end
if self.cant_evade?
hit = 100
end
hit_result = (rand(100) < hit) #random generated number followed by true/false IF check on it
That's a lot of code to parse and run through a translator(RGSS is not a compiled language like C++). I would suspect using a format like cozzie's example, "a = x < 0 ? y : z", would be easier for a computer to parse and translate as opposed to my "long code" example above.