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implement IVillageTradeHandler on a class (I called mine VillagerTradeHandler)

 

add this in your FMLInitializationEvent

VillagerRegistry.instance().registerVillageTradeHandler(<villagerID>, <class implementing IVillageTradeHandler >);

 

In manipulateTradesForVillager you just need to use villager.getProfession() to make sure your editing the villager you want.

Then use recipeList.add(new MerchantRecipe(<itemstack wanted by the villager>, <itemstack recieved by the player>)); to add the trade.

 

Using EntityVillageraddDefaultEquipmentAndRecipies you can figure out what number is for what profession.

 

Trimmed version of my code:

@EventHandler
public void load(FMLInitializationEvent event)
{
VillagerTradeHandler.INSTANCE.load();
}

public class VillagerTradeHandler implements IVillageTradeHandler
{
public static VillagerTradeHandler INSTANCE = new VillagerTradeHandler();

public void load()
{
	VillagerRegistry.instance().registerVillageTradeHandler(1, this);
	VillagerRegistry.instance().registerVillageTradeHandler(2, this);
}

@Override
public void manipulateTradesForVillager(EntityVillager villager, MerchantRecipeList recipeList, Random random)
{
	switch (villager.getProfession()) {
		case 1:
			manipulateLibrarianTrades(recipeList);
			break;
		case 2:
			manipulateEnchanterTrades(recipeList);
			break;
	}
}

private void manipulateLibrarianTrades(MerchantRecipeList recipeList)
{
	Item itemMain = Values.itemMain;
	if (itemMain != null) {
		recipeList.add(new MerchantRecipe(new ItemStack(Items.emerald), new ItemStack(itemMain, 1, 11)));
		recipeList.add(new MerchantRecipe(new ItemStack(Items.emerald), new ItemStack(itemMain, 1, 15)));
	}
}

private void manipulateEnchanterTrades(MerchantRecipeList recipeList)
{
	Item itemEquipable = Values.itemEquipable;
	if (itemEquipable != null) {
		recipeList.add(new MerchantRecipe(new ItemStack(Items.emerald, 2), new ItemStack(itemEquipable, 1, 0)));
		recipeList.add(new MerchantRecipe(new ItemStack(Items.emerald, 3), new ItemStack(itemEquipable, 1, 1)));
	}
}
}

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