It was not your fault

Unfortunately this effect didn't happen on the Map where I tested it, but yesterday I also faced this issue on another Map.
I'm going to look further into RMMV's mathematics, but for now I uploaded a patch on my site. Please telll me if it works for you.
Yes! It works like a charm now!
Also, I found a work-around for folks using Alpha ABS (and possibly other ABS systems) who are unable to get their enemies to function properly. (this issue is quoted below)
Well, this is unexpectedly awesome! Had been waiting for a randomizer that followed the same styling of Kai's.
You have done a fine thing here, and hopefully, it will get a lot of love. I for one am happy to see it!
EDIT: after some playing, it appears events do not copy over their notetags, an example would be like if using an ABS system the event notetags are used to designate which enemy stats are used for the event.
@V_Aero
Bit of a question for ya' boss. I recall that one of the first issues noted about the system was the lack of cloning notetags from events. Is that still on the radar? It would be incredible for the usage of ABS systems in particular!
To get your Alpha ABS enemies to function properly, you need to use an intermediary event to spawn the enemy as opposed to using the enemy events directly (that is, you can't just use the enemy event with the <ABS:#> notetag in the Decorations map) Here's how we do that
1. Create an event on your Decorations map, set it to Autorun. (as with other decorations, give this event a region number and place the region in your snippet map in valid locations for an enemy to be)
2. Set two variables to the current event's X and Y respectively. (to store the location of this event)
3. Add 1 to one of those variables. (so we can move this event out of the way of our enemy spawn. In Alpha ABS an enemy can't spawn on another event.)
4. Set this event's location to the X and Y stored in those variables. (to move this event out of the way)
5. Now subtract 1 from the variable you added 1 to in step 3 (return the X and Y variables to the original event coordinates, a position which we know is valid for an enemy spawn based on our placement of the region ID on the snippet map)
6. Now use the ABS spawnV plugin command to spawn the enemy of your choice to the location of your two variables for X and Y. (that's "spawnV", with the V so you can use the variable IDs. see here:
https://github.com/KageDesu/Alpha-ABS/wiki/Enemy-Spawning)
7. Erase event
Here's a picture of what it should look like:
So why all the extra steps with coordinates? Well, this is to make sure your enemy is spawning exactly on the region ID you placed on the map, but also making sure that the event we are using as our intermediate spawner is out of the way first.
Hope this helps!