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.
 * : 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.
 * See Item structure.
 * : Is generated when the trading menu is opened for the first time.
 * : List of trade options.
 * A trade option.
 * : 1 or 0 (true/false) - true if this trade will provide XP orb drops.
 * : 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.
 * See Item structure.
 * : May not exist. The second 'cost' item, without the Slot tag.
 * See Item structure.
 * : The item being sold for each set of cost items, without the Slot tag.
 * See Item structure.
 * See Item structure.
 * : The item being sold for each set of cost items, without the Slot tag.
 * See Item structure.