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!!!