Layered common events misbehave

This is a bit of a difficult issue to work out, so I apologise if I am unclear.

I have a dialogue tree where one option leads to separate common events (this event itself is a common event) controlled by conditional branches and labels, another displays text and includes a label, and the last is to close the tree.

In the original player, the internal common event can be started, and will lead back to the original event like so:
Start if x, go to 1 -> label 1 -> inner event plays out -> go to 99 -> 99 is at the start again

However with EasyRPG player, the inner event will loop until the last command is executed: There’s a yes/no branch, an exp check, and then no events should follow after some effects and messages, or an “insufficient exp” alert, but it takes the last event in the list (outside the “<> End” of the branches) to actually return to the outer event – the message that plays via “No” that sits at the end of the code.
Secondly, this cancel instead leads onto the next dialogue option in the outer event, instead of the go to that proceeds the Call common event command.

This diagram may be of more assistance:
[](http://i.imgur.com/lvYsn.png)