Yeah, that's because the ABS script does not check if your second slot is equipped with a weapon or an armor, it simply tries to use an armor automatically.
You have 2 ways of solving this:
1. Use an armor instead of a weapon for your second hand "weapon" slot. So, don't use dual wield, just let it be a regular shield slot, make a new armor type, and use that armor type to make "shields" which will actually act as weapons in the end.
2. This one involves some changes in the ABS script itself.
Head over to the "- Pearl Battler Settings" script. You will see these lines in the script:
unless actor.equips[1].nil?
use_armor(actor.equips[1].id) if trigger_tool?(Key::Armor[0], :keys)
use_armor(actor.equips[1].id) if trigger_tool?(2, :mouse)
end
Replace these four lines with the below lines:
unless actor.equips[1].nil?
if actor.equips[1].is_a?(RPG::Weapon)
use_weapon(actor.equips[1].id) if trigger_tool?(Key::Armor[0], :keys)
use_weapon(actor.equips[1].id) if trigger_tool?(2, :mouse)
else
use_armor(actor.equips[1].id) if trigger_tool?(Key::Armor[0], :keys)
use_armor(actor.equips[1].id) if trigger_tool?(2, :mouse)
end
end
This will now check if the second hand equip is a weapon or not, and depending on that check, it will either use a weapon or an armor.
Also, if you are planning to use the quicktool menu Falcao made for his ABS, you might want to know that it will only allow armors to be displayed for the second tool slot (shield slot by default). If you won't use that menu, you won't have any problems regarding dual wielding weapons, but if you will use it, well, it won't work without some heavy modifications for that scene.