I have attached the .aslx file if you need to download it and look at it in the GUI.
But, here are the steps I used:
1. Make a door object. Choose whether to make it 'scenery' or not. I did not.
2. Add an 'IF' script for the door description. Select 'object does not have flag' and set the object to door and type in kicked in the flag name box.
3. Add a print message script to describe the door.
4. In the 'Else' part of this script, add a print message script and describe the door once it is kicked in.
5. Go to the 'verbs' tab of the door and add push. Print a message to describe your push action.
6. Add kick to the verbs list. Add an 'If' script. Select 'object does not have flag' and set the object to door and type in kicked in the flag name box.
7. Add a print message script asking the question "It looks pretty formidable. Are you sure you want to try and kick this door?"
8. Add a 'Get Input' script. In the then Run Script section of this box, add a 'Switch' script.
8. In the 'Switch' script type this --> LCase(result)
9. Click 'Add Case' and type something like this in: "yes","yeah","yep","yea","y"
10. In this new box that pops up, add an 'If' script. Select 'object does not have flag' and set the object to door and type in kicked in the flag name box.
11. Add a print message script describing your 'kick'. Also add a 'Set object flag' script and set the object door and type in kicked in the flag name box.
12. In the 'Else' part of this script add some snarky comment about kicking the door again.
13. Close the box and add another 'case' to the switch script. I typed in this: "no","nope","nay","n","nah"
14. In this box, run a print message script indicating that the player changed their mind to kick the door.
15. In the default of the 'switch' script add a message indicating that the input wasn't understood or some other message about not answering the question.
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16. I added a 'push' verb to the door and printed a message saying pushing the door didn't work and suggesting a more "forceful" approach. Be sure to add an 'If' script here too so the player doesn't try to push an already kicked in door!
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17. I created an exit to the room (that is being blocked by the door) as I normally would. But there is a little box there that says 'Run a script instead of moving the player automatically'. Click that.
18. Run an 'If' script and select 'object does not have flag' and set the object to door and type kicked in the flag name box.
19. In the 'then' part of this script, print a message stating that there is a heavy door blocking your path.
20. In the 'Else' part of this script, print a message (if you wish) saying that the player walks past the busted door and in to the next room.
21. Lastly, run a 'move object' script and set the object to 'player' (or whatever your player name is) and select object room2 (or whatever name the exit leads to)
If you have any questions, let me know. I did this without proofreading it, so let me know if the steps aren't clear or are inaccurate! Good luck!