Swap the enemy body art for the background-free versions and trim every
sprite to its opaque bounds so the fighters share one ground baseline
instead of floating in a padded box.
Sprite height is now a share of the battlefield rather than a fixed
clamp, set per monster key, so a low-slung rat and a standing bandit keep
believable proportions against the player at any stage size.
Move both health bars to a status row at the top of the scene with a
circular portrait beside each, and place full-body sprites for the
player and the monster standing on the location background instead of
square portraits. The Angriff action now uses the ornate HUD frame art,
with the keybind in the frame's own tab.
Sprite and icon derivatives are keyed by monster key so both seeded
monsters resolve; the Aschenratte body art still carries its original
backdrop until a cut-out version replaces it at the same path.