haha, I'm more than happy to keep answering as many questions as you have. The more loop holes you consider and make scripts to take care of them, the better your game will be.
If you can post the description of the lounge room it would be easier to know how you should do it. The beauty of Quest is that is often more than one way to do something, depending on exactly what you want to accomplish.
I think want you want to do is add another condition using NOT in the expression. NOT is a recognised operator in expressions for the opposite of the condition you write. So if the lounge room has neither rubbish nor toys in it, you want to add another if condition like so:
if ((not toys.parent=loungeroom) and (not rubbish.parent=loungeroom)) {
msg ("The lounge room is clean and tidy.")
}
Using the .parent attribute is better than checking for the items in the inventory, because if the toys and rubbish just get dropped in another room (i.e. they aren't in the inventory any more) the lounge room will still display the clean message. There is a function that you can use if you ever do need to check the inventory though, called scopeinventory().
Do you mean you deleted the entire put command? Because if you save the game, close quest, then reload it, it should appear in the default list again when you check "show library elements" and you can copy and edit it again from scratch.