I included a script call in my last post which does what you need, but it will be a lot of events spawned at once and will likely cause the same fps issues you had with other spawners as MV has problems handling that many events at once.
In a game I'm making (which is on hold while I work on my biggest tool/plugin project yet) I got around that issue by creating the boundary system which I used to spawn and unspawn events outside of the players screen so that I could reuse unspawned events over again and get a result of having practically unlimited amount of events (as far as the player knows at least) without the fps drops.
My spawner works best when events are unspawned and respawned instead of spawning 1000+ events on the map at once.