Without seeing the rest of your code (or at least enough to test) it's hard to say what's going on.
Try this...
// Project: test image wrap
// Created: 2015-12-27
// set window properties
SetWindowTitle( "test image wrap" )
SetWindowSize( 1024, 768, 0 )
// set display properties
SetVirtualResolution( 1024, 768 )
SetOrientationAllowed( 1, 1, 1, 1 )
ClearScreen()
white = MakeColor(255,255,255)
red = MakeColor(255,0,0)
DrawBox(0,0,64,64,red,red,red,red,1)
DrawEllipse(32,32,32,32,white,white,1)
MyImage = GetImage(0,0,64,64)
SetImageWrapU(MyImage, 1)
SetImageWrapv(MyImage, 1)
MyImage2 = GetImage(0,0,64,64)
SetImageWrapU(MyImage2, 1)
SetImageWrapv(MyImage2, 1)
MySprite = CreateSprite(MyImage)
CreateSprite(1,MyImage2)
SetSpritePosition(MySprite, 100,100)
SetSpritePosition(1,200,100)
Dupes = 3.0
SetSpriteUV(1, 0,0, 0,Dupes, Dupes,0, Dupes,Dupes)
SetSpriteUV(MySprite, 0,0, 0,Dupes, Dupes,0, Dupes,Dupes)
setclearcolor(0,0,255)
do
Sync()
loop
You'll see that both sprites uv wrap correctly.
Can you post an example of how yours doesn't work?
EDIT: Oh! I see what you are doing. You are setting the image wrap behavior on the sprite ID, not the image ID. So it should be
SetImageWrapv(monta, 1)
LOL, that was an easy catch that I completely missed the first time around!
BraindeaD caught it though.