I really can't think of any other actions which finish the next tick, they are very rare IIRC. You can probably assume all other actions complete immediately.
Animation folders are not exported - the runtime only identifies animations by their name.
Ok, thank you for clarification. You know, I'm using construct since CC Alpha 0.19 and always been stumbling on those little unusual quirks in both cc and c2. I do web programming professionally, wordpress php and such, so I'm not a newbie, but in construct it is bit different. In scenario where I have to generate random map, i have to create a lot of objects. It's working all of it now, but only after I've set events in the following way:
Is Boo_D: Set Boo_D: False
For each "Dudu" : Regenerate obstacle map
Is Boo_C: Set Boo_C: False, Set Boo_D true
Is Boo_B: Set Boo_B: False, Set Boo_C true
--For each "DUDU" : do stuff
Is Boo_A: Set Boo_A: False, Set Boo_B true
-- for each floor: Spawn something called "DUDU"
This is roughly as it goes, and obviously it works, giving some "breathing space" to all elements that are completed on the next tick, but sequences has to be placed in reverse.