Yeah it often is really that easy. Over-thinking things can often lead to this type of long-winded event style being made.
If all else fails and you can't do a direct comparison between something (like in your example, animation frame and the sprite set to use) then make a variable for it and compare that.
I have made some seriously complicated stuff happen with only one or two events - it's all about the logical mechanics used to build your idea.
Hopefully when you create your object and set the animation frame you did it using something like "set animation/frame to loopindex" or similar. It would also save a lot of time and be more flexible