Villager/ED


 * Entity data
 * : 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.
 * : Information about the villager’s type, profession, and level.
 * : The current level of this villager's profession. Influences the trading options generated by the villager. If it is greater than their profession's maximum level, no new offers are generated. Increments when the villager fills his trading xp bar. Also used for badge rendering.
 * 1: Novice
 * 2: Apprentice
 * 3: Journeyman
 * 4: Expert
 * 5: Master
 * : A namespaced ID value indicating the villager's profession; see.
 * : A namespaced ID value indicating the villager's type; see.
 * : 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.
 * : The strength of the gossip.
 * The most significant half of the target's UUID. Joined with to form the full UUID. The target is the player who caused the gossip.
 * The least significant half of the target's UUID. Joined with to form the full UUID.
 * : The last tick the villager went to their job site block to resupply their trades.
 * : The last tick all gossip of the villager has decreased strength naturally.
 * : The number of restocks a villager has done in 10 minutes from the last restock, or  if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock.
 * : How much experience the villager currently has, increases with trading in various amounts.
 * 0-9: Novice
 * 10-69: Apprentice
 * 70-149: Journeyman
 * 150-249: Expert
 * 250-+: Master
 * : Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically be condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
 * An item in the inventory, excluding the Slot tag.
 * : 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 provides 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 is 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.
 * : 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 is 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.
 * : The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.