The coordinates in the array are actually "tile" coordinates, so to get the real X/Y on the layout, you have to multiply them by the correct tile width/height.
On line 22 of your previous picture, you are calling the the "GetCellType" function with no parameter, so it's constantly checking the type of tile 0,0. However I don't why you are checking for a "FakeWallSpot" while we already have all possibile position... On line 23, before looking inside a CellTypePos array, you have to limit the SOL to the correct array (the one with CellTypePos.cellType = "FakeWallSpot"), you can use pick by evaluate or compare instance variable for this. Here's a screenshot of how I'd do it all. I supposed your tiles were of size 32x32.
Enemy generation should be done after the world generation, I can't really see if that's the case currently, so I'm telling you just in case.