Can I make it work like this.

Looks weird (I think) Is there anyway to make the Jump from the wall to have a different force/power?

117200-tbhidk.png

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class PlayerMovement : MonoBehaviour
{

    public int playerspeed = 10;
    public int playerJumpPower = 1250;
	public float moveX;
    public bool isGrounded;
	public bool isonWall;

    void Update()

	{
		PlayerMove ();
	}

    	void PlayerMove()
	{
		//Controls
		moveX = Input.GetAxis ("Horizontal");
		if (Input.GetButtonDown ("Jump") && isGrounded == true) {
			Jump ();
		} else if (Input.GetButtonDown ("Jump") && isonWall == true) {
			Jump ();
		}

        //Physics
		 
		gameObject.GetComponent<Rigidbody2D> ().velocity = new Vector2 (moveX * playerspeed, gameObject.GetComponent<Rigidbody2D> ().velocity.y);
        
	
    
	void Jump()
	{
        //Jumping Code
        GetComponent<Rigidbody2D>().AddForce (Vector2.up * playerJumpPower);
        isGrounded = false;

    }
    

	void OnCollisionEnter2D(Collision2D col)
	{
		if (col.gameObject.tag == "ground")
		{
			isGrounded = true;
		}

		else if (col.gameObject.tag == "Wall")
		{
			isonWall = true;
		}


	

	

}

Sure, just use call another method when you find a wall jump. Oh and you were missing some brackets, that’s why you had all those errors by the way.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class PlayerMovement : MonoBehaviour
{

	public int playerspeed = 10;
	public int playerJumpPower = 1250;
	public int playerJumpFromWallPower = 1000;
	public float moveX;
	public bool isGrounded;
	public bool isonWall;

	void Update()

	{
		PlayerMove();
	}

	void PlayerMove()
	{
		//Controls
		moveX = Input.GetAxis("Horizontal");
		if (Input.GetButtonDown("Jump") && isGrounded == true)
		{
			Jump();
		}
		else if (Input.GetButtonDown("Jump") && isonWall == true)
		{
			JumpFromWall();
		}

		//Physics

		gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(moveX * playerspeed, gameObject.GetComponent<Rigidbody2D>().velocity.y);

	}


	void Jump()
	{
		//Jumping Code
		GetComponent<Rigidbody2D>().AddForce(Vector2.up * playerJumpPower);
		isGrounded = false;

	}

	void JumpFromWall(){
		GetComponent<Rigidbody2D>().AddForce(Vector2.up * playerJumpFromWallPower);
        isGrounded = false;
        isonWall = false;
	}


	void OnCollisionEnter2D(Collision2D col)
	{
		if (col.gameObject.tag == "ground")
		{
			isGrounded = true;
		}

		else if (col.gameObject.tag == "Wall")
		{
			isonWall = true;
		}

	}
}