Updated the plugin, the UI issue should be fixed. There was a small conflict in how that battle status plugin was handling UI logic, it makes some different assumptions about default values than the normal RM UI. I just moved all my window initialization code to a different place, so it can't be called by the default windows anymore.
For the performance thing, that's not directly my plugin, that happens when the sprite color blending function I mentioned above gets called for a lot of sprites every frame. It's just inherently a slow thing to do.
The reason you don't see the performance issue with my plugin turned off is because of what I mentioned above. Without the patch I wrote above, DragonBones breaks the default sprite blending, so it never happens, which has the side-effect of making things run faster. Code that does stuff is slower than code that doesn't do anything
To fix the problem, you can either use fewer sprites, or (if you need a lot of sprites) disable the sprite blending entirely by commenting out or removing line 5652 at the very bottom of the plugin:
Code:
Sprite.prototype.setBlendColor.call(this, color);
If you decide to do the latter, it's probably a good idea to suggest toggling that as a feature in the Ultra Mode 7 plugin. From what I can tell, he's only setting Sprite blend color in a few places, so it shouldn't be too much work to add in a plugin parameter that decides whether it should happen or not.