Zombie Villager/ED


 * Entity data


 * : Information about the villager’s type, profession, and level.
 * : The current level of this villager's trading options. Influences the trading options generated by the villager; if it is greater than their career's maximum level, no new offers are generated. Increments when a trade causes offers to be refreshed. Also used for badge rendering.
 * : A namespaced ID value indicating the villager's profession.
 * : A namespaced ID value indicating the villager's type.
 * : Pieces of gossip that can be exchanged between villagers when they meet.
 * A piece of gossip.
 * : An ID value indicating the type of gossip. The possible values are, , , , , and.
 * : The strength of the gossip.
 * The most significant half of the target's UUID. Joined with to form the full UUID. For, , , , and , the target is the player who caused the gossip. For , the target is the villager who started the gossip.
 * The least significant half of the target's UUID. Joined with to form the full UUID.
 * : Is generated when the trading menu is opened for the first time.
 * : List of trade options.
 * A trade option.
 * : 1 or 0 (true/false) - Whether this trade will provide XP orb drops. All trades from naturally-generated villagers in Java Edition reward XP orbs.
 * : The maximum number of times this trade can be used before it is disabled. Increases by a random amount from 2 to 12 when offers are refreshed.
 * : The number of times this trade has been used. The trade becomes disabled when this is greater or equal to maxUses.
 * : The first 'cost' item, without the Slot tag.
 * : Optional. The second 'cost' item, without the Slot tag.
 * : The item being sold for each set of cost items, without the Slot tag.
 * : How much experience the villager gets from this trade.
 * : The multiplier on the price adjuster; the final adjusted price will be added to the first 'cost' item's price.
 * : A modifier added to the original price of the first 'cost' item.
 * : The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.
 * : -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.
 * : Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with  to form a unique ID.
 * : Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with  to form a unique ID.
 * : -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect will parallel this.
 * : Least significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with  to form a unique ID.
 * : Most significant bits of the Universally Unique IDentifier of the player who started curing the zombie, to be joined with  to form a unique ID.