Sure, glad I could help and it all worked out for you - Zoltor seemed to have a solution that only required using one common event instead of one for each pet, so there might be a more elegant or simple solution than the one I suggested. I tried it out in a new project, though, and everything works OK.
Definitely give the resource forums a browse if you ever need more artwork, there's lots of very useful stuff (and people!) in that area who are often more than happy to help out with simple requests.
Your solution definitely works fine, and is easier for new comers to understand. Where my method while harder, depending how you set it up will auto update its self, making it easier to add new pets to the game later on, without the need to edit many common events, just to add a new pet.
Also on a side note, learning to use common events, and condition branches this way, will condition a new user to beable to figure out solutions to more complex events, they might want to add to the game later on, so new users would do well to learn such eventing methods(it not only makes fairly simple systems easier to handle/more flexable, but it also allows for events that would be otherwise near impossible, be very easy to pull off), rather or not, they choose to use it for the less complicated systems or not, people should learn this method of eventing.
To OP: Well to put it in simple terms, you're using a condition branch to check if a Actor/pet is in your party. If your checking for any pet in general, you assign/set a variable to having a pet in party. If you are wanting to check if a specific Actor/pet is in party, you search by checking the actual actor its self.
The 2nd thing people need to realize, is if a condition branch doesn't get triggered(aka the condition is filled), the event doesn't end(unless the condition branch is the only thing in the event), it effectively skips over the condition branch, and runs the next command or checks the next condition branch(whatever happens to be posted after the first condition branch), this is what's not evident to new users, because you need to understand how the engine reads events.
It keeps doing such, until a condition branch is filled or the event runs out of commands to run.
Basically It's just knowing how to put condition branches, and stand alone even commands, in a efficient order, that will save you from having to do additional steps, for making a event do the same actions.
For now, if you want to use the other method, go ahead, there's nothing wrong with it, it will work, but I suggest you toy with making events that deal with command, and condition branch placement order in events, It's especially useful in making single common events(that can be only 1 page), able to pull off multiple functions, where otherwise you may need a ton of different common events to pull off the same things.