If you want the entity to fall away when walking and on hero's foot when stopped, you have two solutions:
-The first one is to do what I do: use the second tunic, and that's all.
-The second solution: modify the entity:throw() function and write:
local dx, dy = 0, 0; if animation == "carrying_walking" then dx, dy = math.cos(direction*math.pi/2), -math.sin(direction*math.pi/2) end
instead of
local dx, dy = 0, 0; if animation == "walking" then dx, dy = math.cos(direction*math.pi/2), -math.sin(direction*math.pi/2) end
But with the second solution you will still have the problem that the carrying_stopped animation is not used!!!