Yea, rearranging them is quite good (for me as well, since I am someone who keeps organizing such things as well, not only in Silkroad). But somehow, it caused a weird issue while adding items after a specific ID of value has been accumulated, that the shop price was bugging around (visually only). It just stood as 0 silk, tho was subtracting correctly from the database's silk table and client side.
As well tried an option, if the items itself (were just 2 of em) were the issue, by just copying some already added items, which were having their correct price listing, changed the ID, adjusted the name readded them to all necessary tables (total 6, obj common and item included, since it's a complete new item), and see there... 0 silk.
I am currently making a step by step adding, adjusting, modifying on vSRO 188, recording each addition (skills, items, chars, maps, etc. All with their respective files for the client as well) and change which happens, might happen or won't afterall, since something has caused that nonsense bug, which I was not able fixing it and people like Royal and others were playing off that such issues caused independently by the server files itself were an issue caused by me and getting a stigma being dumb is just as idiotic as they were not able to fix that afterall. Having the clue what Joymax messed up there might help us quite well. For example, skill mp consumption higher than 32183 (smallint declaration for that MP_Consume column) is not usable without modifying the gameserver AND shardmanager (since the shard is checking the tables).
So if anyone has that one already (modifying column declarations inside the modules), feel free to post the offsets xP