Just using
PROC
MonkWorks_System_Cleanup()
AND
DB_MonkWorks_SpawnedEnemies((STRING)_Type, (CHARACTERGUID)_Enemy)
THEN
SetOnStage(_Enemy, 0);
NOT DB_MonkWorks_SpawnedEnemies(_Type, _Enemy);
should work too, though. You may need to cast some variables to CHARACTERGUIDs where they were GUIDSTRINGS before, but you'd have to do that either way.