public static void DoesIvAttack(int playerAttack, int attackNumber)
    {
        if (!CombatManagerScript.ivAlive)
        {
            // Skip the attack
            if (attackNumber == 1)
            {
                CombatSimulationScript.attack1Delay = DamageValues.standardDelay;
            }
            else
            {
                CombatSimulationScript.attack2Delay = DamageValues.standardDelay;
            }
            return;
        }
        else
        {
            float original;
            float burnRate;


            // ATTACK 1
            // Iv's Block
            if (playerAttack == 7)
            {
                // TODO: Play Iv Block animation

                AttackScript.delayRate = DamageValues.blockDelay;

                blocking  = true;
                tempBlock = AttackScript.enemyAttack;
            }


            // ATTACK 2
            // Iv's Heal
            if (playerAttack == 8)
            {
                original = DamageValues.heal * AttackScript.damageModifier;
                burnRate = DamageValues.healBurn;
                int damageValue = (int)original;

                int lowestHP        = 500;
                int targetCharacter = 0;

                // Determine which character has the lowest HP;
                if (CombatManagerScript.netrixiAlive)
                {
                    targetCharacter = 1;
                    lowestHP        = CombatManagerScript.netrixiHP;
                }
                if (CombatManagerScript.folkvarAlive)
                {
                    if (CombatManagerScript.folkvarHP < lowestHP)
                    {
                        targetCharacter = 2;
                        lowestHP        = CombatManagerScript.folkvarHP;
                    }
                }
                if (CombatManagerScript.ivAlive)
                {
                    if (CombatManagerScript.ivHP < lowestHP)
                    {
                        targetCharacter = 3;
                        lowestHP        = CombatManagerScript.ivHP;
                    }
                }


                switch (targetCharacter)
                {
                // Netrixi
                case 1:
                    // If Netrixi is below her starting HP
                    if (CombatManagerScript.netrixiHP < HealthValues.netrixiHP)
                    {
                        // TODO: Play Iv Heal animation
                        int temp = CalculateMissingHealth(CombatManagerScript.netrixiHP, HealthValues.netrixiHP, damageValue);
                        DamageValues.ChangeHealDelay(temp, 0);

                        HealthManagerScript.ChangeHealth("Netrixi", -temp, burnRate);
                        print("Heal Netrixi");
                    }
                    else
                    {
                        print("Netrixi is already at full health!");
                        DamageValues.healDelay = DamageValues.standardDelay;
                    }
                    break;

                // Folkvar
                case 2:
                    // If Folkvar is below his starting HP
                    if (CombatManagerScript.folkvarHP < HealthValues.folkvarHP)
                    {
                        // TODO: Play Iv Heal animation
                        int temp = CalculateMissingHealth(CombatManagerScript.folkvarHP, HealthValues.folkvarHP, damageValue);
                        DamageValues.ChangeHealDelay(temp, 0);

                        HealthManagerScript.ChangeHealth("Folkvar", -temp, burnRate);
                        print("Heal Folkvar");
                    }
                    else
                    {
                        print("Folkvar is already at full health!");
                        DamageValues.healDelay = DamageValues.standardDelay;
                    }
                    break;

                // Iv
                case 3:
                    // If Iv is below her starting HP
                    if (CombatManagerScript.ivHP < HealthValues.ivHP)
                    {
                        // TODO: Play Iv Heal animation
                        int temp = CalculateMissingHealth(CombatManagerScript.ivHP, HealthValues.ivHP, damageValue);
                        DamageValues.ChangeHealDelay(temp, 0);

                        HealthManagerScript.ChangeHealth("Iv", -temp, burnRate);
                        print("Heal Iv");
                    }
                    else
                    {
                        print("Iv is already at full health!");
                        DamageValues.healDelay = DamageValues.standardDelay;
                    }
                    break;
                }

                AttackScript.delayRate = DamageValues.healDelay;
            }


            // ATTACK 3
            // Iv's Empower
            if (playerAttack == 9)
            {
                // TODO: Play Iv Empower animation

                AttackScript.delayRate = DamageValues.empowerDelay;

                empowered   = true;
                tempEmpower = AttackScript.playerAttack;

                // Determine how much to increase the damage of the next attack by
                if (attackNumber == 1)
                {
                    DetermineDamageBoost(CombatManagerScript.target1Location);
                }
                else
                {
                    DetermineDamageBoost(CombatManagerScript.target2Location);
                }


                // TODO: Finish Empower-Counter interaction
            }
        }
    }