exp script accessing to leveling script

im making a game with a lvl system but i dont know why my exp script does not interac with the lvl script. My exp script is combine with a damage receiver script so when the target die it give a certan amount of exp but when i kill the target the exp does not add to the "accumulatedExperiencePoints" of the lvl script.I tried many thing but it doesn't seem to work.how can i make it work?

here is my lvl script

var guiTextEXP : GUIText;
var accumulatedExperiencePoints : int = 0;
var levelExpRequirements : int = 1000;
var currentLevel : int = 1;

function Update () {
    if(accumulatedExperiencePoints >= levelExpRequirements) {
        levelExpRequirements += 1000;
        currentLevel += 1;
        }
        guiTextEXP.text = accumulatedExperiencePoints+"/" + levelExpRequirements + "|" + currentLevel;}

and here is my exp script:

var accumulatedExperiencePoints : int = 0;
var player : Leveing_Script;

if (hitPoints <= 0) {
    Destroy(gameObject);
    gameObject.Find("Player").GetComponent(Leveing_Script).accumulatedExperiencePoints += 10;

    }

i added a update function but the exp is stil not adding to the "accumulatedExperiencePoints" and i tcheck is the name of the object was correct and it was :S what shoud i do??

here is the full exp script:

var hitPoints = 100.0;
var deadReplacement : Transform;
var dieSound : AudioClip;
var accumulatedExperiencePoints : int = 0;
var player : Leveing_Script;

function Update () {
    if (hitPoints <= 0) {
    gameObject.Find("Player").GetComponent(Leveing_Script).accumulatedExperiencePoints += 10;
    Destroy(gameObject);
    }
}

function ApplyDamage (damage : float) {
    // We already have less than 0 hitpoints, maybe we got killed already?
    if (hitPoints <= 0.0)
        return;

    hitPoints -= damage;
    if (hitPoints <= 0.0)
    {
        Detonate();
    }
}

function Detonate () {
    // Destroy ourselves
    Destroy(gameObject);

    // Play a dying audio clip
    if (dieSound)
        AudioSource.PlayClipAtPoint(dieSound, transform.position);

    // Replace ourselves with the dead body
    if (deadReplacement) {
        var dead : Transform = Instantiate(deadReplacement, transform.position, transform.rotation);

        // Copy position & rotation from the old hierarchy into the dead replacement
        CopyTransformsRecurse(transform, dead);
    }
}

static function CopyTransformsRecurse (src : Transform,  dst : Transform) {
    dst.position = src.position;
    dst.rotation = src.rotation;

    for (var child : Transform in dst) {
        // Match the transform with the same name
        var curSrc = src.Find(child.name);
        if (curSrc)
            CopyTransformsRecurse(curSrc, child);
    }
}