Is this what you mean?
<object name="Living Room">
<inherit name="editor_room" />
<descprefix type="string"></descprefix>
<objectslistprefix>You can see</objectslistprefix>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<prefix type="string"></prefix>
<suffix type="string"></suffix>
<description type="script"><![CDATA[
msg ("You are in a living room with an ugly dog named Jay Nabonne. =P<br/><br/>You can see a dining room across the way.")
]]></description>
<onexit type="script">
msg ("You walk out of the living room.")
</onexit>
<beforefirstenter type="script">
picture ("ugly dog.jpg")
wait {
msg ("You walk into a room and there is an ugly dog named Nabonne here - staring at you but eager to help.")
}
</beforefirstenter>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<look>Handsome little devil.</look>
<takemsg>You can't take yourself, idiot!</takemsg>
<kick type="script">
msg ("You kick yourself in the shins. You don't know why, but you do.")
DecreaseHealth (10)
</kick>
</object>
<object name="TV">
<inherit name="editor_object" />
<inherit name="switchable" />
<look>Just an old, beat up TV.</look>
<feature_switchable />
<switchonmsg>The TV isn't working. Perhaps it's too old?</switchonmsg>
<switchoffmsg>You can't turn off what isn't on.</switchoffmsg>
<kick type="script">
msg ("You drop kick the TV and it falls off the stand.")
MoveObject (TV, INVENTORY ROOM)
MoveObject (busted old TV, Living Room)
</kick>
<attr name="feature_usegive" type="boolean">false</attr>
<watch>It's old. It doesn't work.</watch>
</object>
<object name="ugly dog">
<inherit name="editor_object" />
<look>It's a dog. It's name is Jay. Odd... you swear you've seen Jay's picture on the forum and he did not look like this!</look>
<speak type="script">
menulist = NewStringList()
list add (menulist, "Arf!")
list add (menulist, "Woof!")
list add (menulist, "Grrr!")
ShowMenu ("What shall you say?", menulist, true) {
if (result = "Arf!") {
msg ("\"Arf, Arf!\" responds the dog.")
}
else if (result = "Woof!") {
msg ("\"Woof! Woof!\" responds the dog.")
}
else if (result = "Grrr!") {
msg ("The dog growls back at you.")
}
}
</speak>
<pet>He snaps viciously at you.</pet>
</object>
<command name="go to dining cmd">
<pattern>dining; dining room</pattern>
<script>
MoveObject (player, Dining Room)
msg ("You move over to the dining room.")
</script>
</command>
<command name="x dining room">
<pattern>look at dining; look at dining room; x dining; x dining room</pattern>
<script>
msg ("You see a well lit dining area on the other side of the room.")
</script>
</command>
</object>
<verb>
<property>kick</property>
<pattern>kick</pattern>
<defaultexpression>"You can't kick " + object.article + "."</defaultexpression>
</verb>
<object name="INVENTORY ROOM">
<inherit name="editor_room" />
<object name="busted old TV">
<inherit name="editor_object" />
<look>This is the TV you drop kicked. It now has a hole in the front screen and is lying in several pieces on the ground.</look>
</object>
</object>
<object name="Dining Room">
<inherit name="editor_room" />
<description>The dining room empty except for atable. You can see a kitchen and a living room on opposite sides of this room.</description>
<command name="go to kitchen cmd">
<pattern>kitchen; kit; kitc; kitch</pattern>
<script>
msg ("You head over to check out the kitchen.")
MoveObject (player, kitchen)
</script>
</command>
<object name="table">
<inherit name="editor_object" />
<look>It is a large dining room table. Odd, there are no chairs however.</look>
<lick>You lick the table hoping to find a few food morsels. You only find dust.</lick>
</object>
<object name="dust">
<inherit name="editor_object" />
<scenery />
<look>It's dusty in here.</look>
<takemsg>The dust evades you.</takemsg>
</object>
<command name="x kitchen cmd">
<pattern>x kitchen; x kit; x kitch; look at kitchen; look at kit; look at kitch</pattern>
<script>
msg ("The kitchen over there looks boring.")
</script>
</command>
</object>
<object name="kitchen">
<inherit name="editor_room" />
<description>It's an empty kitchen. Back from where you came is the dining room.</description>
<command name="go to dining 2">
<pattern>dining; dining room; back</pattern>
</command>
<command name="x din cmd">
<pattern>x dining; look at dining; x din; look at dining room; x dining room; x din</pattern>
<script>
msg ("From here, it looks like the dining room is dusty.")
</script>
</command>
</object>
<verb>
<property>pet</property>
<pattern>pet</pattern>
<defaultexpression>"You can't pet " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>watch</property>
<pattern>watch</pattern>
<defaultexpression>"You can't watch " + object.article + "."</defaultexpression>
</verb>
<command name="empty cmd3">
<pattern>#text#</pattern>
<script>
msg ("")
</script>
</command>
If you are careful... I just
put a universal command in for non-eventful player responses. I typed #text# as my command and added a blank print message script. In each room the player can go in to, I added a command with that room name. So, while in the living room, I put a command named dining cmd with a script that moved the player to the dining room. I also put a command for x dining; look at dining; x din; look at din that produced a wanted response. You could also (which is probably easier), create a scenery object called kitchen and add a look at script for it.
The #text# works for all non-built in Quest verbs. You still get the built-in response for verbs like 'jump', 'smell', 'eat', etc.