Villager/ED


 * Entity data
 * : The ID of the texture used for this villager. This also influences trading options.
 * : Currently unused. Increases by the number of emeralds traded to a villager any time they are traded.
 * : The ID of this villager's career. This also influences trading options and the villager's name in the GUI (if it does not have a CustomName). If 0, the next time offers are refreshed, the game will assign a new Career and reset CareerLevel to 1.
 * : 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. If 0, the next trade to do this will assign a new Career and set CareerLevel to 1. Set to a high enough level and there will be no new trades to release (Career must be set to 1 or above).
 * : 1 or 0 (true/false) - true if the villager is willing to mate. Becomes true after certain trades (those which would cause offers to be refreshed), and false after mating.
 * : Information about the villager’s type, profession, and level.
 * : The current xp 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.
 * : 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.
 * : The last tick the villager went to their work station to resupply their trades.
 * : How much experience the villager currently has, increases with trading in various amounts.
 * : Everything this villager has to keep in mind.
 * : The memories of this villager.
 * : Where this villager's meeting point is.
 * : The X Y and Z values of the meeting point.
 * : The dimension ID of the meeting point.
 * : Where this villager's bed is.
 * : The X Y and Z values of the bed.
 * : The dimension ID of the bed.
 * : Where this villager's workstation is.
 * : The X Y and Z values of the workstation.
 * : The dimension ID of the workstation.
 * : 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 will automatically be condensed into one slot. If there are more than 8 slots, the last slot will be removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot will be present 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 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.
 * : 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.
 * : The price adjuster of the first 'cost' item based on demand. Updated when a villager resupply.