While I understand what you're saying, the fix you suggested unfortunately doesn't help. I think I may have explained inadequately.
The intention is that when a member of the Family "Convicts" overlaps "Sprite", that specific "Sprite" plays the animation (animation is named "FIlled") wherein it displays the number 2. Upon pressing the G key, all instances of "Sprite" playing the animation "FIlled" should have their IV increased and be set to play the animation "Locked".
The problem I'm experiencing is that I can only get one of two things to happen;
1) A single "PHConvict" overlaps a single instance of "Sprite" and both of them are set to play the animation "FIlled".
2) A "PHConvict" is placed on both instances of "Sprite", one is correctly set to display the animation "FIlled" (looks like the number 2), whereas the other one remains on the initial animation (looks like the number 1). When G is pressed, the one displaying 2 correctly switches to the animation "Locked" (displays the number 3), however the second one is left behind.
The intent is that each instance of "Sprite" responds correctly to being overlapped by a member of the "Convict" Family. The intent for the final product is that the player should be able to press G to simultaneously change the animation of each "Sprite" currently playing the animation "FIlled" (displaying the number 2) to "Locked" (displaying the number 3).
I hope this helps, sorry for not fully explaining properly, but thank you for your prompt response.