Sorry for the huge delay.
Are you picking a sprite (by UID or otherwise), before tlling it to play the animation? Because if you don't they'll all play at once.
EDIT: I just noticed you aparently use a global variable (Day) to control all animations, so, if that's the case, they'll all change to the same value stored in Day, making them grow together. Day should be an instance variable, thus, each of the sprites would have its own Sprite.Day value. And THIS should control its own frame.
In this case you should have something like:
every 1 second
for each seed
if seed.day < seed.AnimationFrameCount
add 1 to seed.Day
set animation frame to seed.Day