Getting an "Identifier expected" error in this C# script, but in line 101 is a '}'

Here’s my script, bolded is where the location of the error is

using UnityEngine;
using System.Collections;

public class Player_Movement : MonoBehaviour {

public GameObject playerStatus;

[Header("Player Variables")]
public int playerSpeed = 500;
public int playerJumpForce = 1000;
public float waitTime = 3.0f;
public float damage = 2.0f;
public bool facingRight = true;

[Space(10)]
public float movement;
public bool jump;

[Header("Ground Check")]
public Transform groundCheck;
public bool grounded = false;
public float groundCheckRadius = 0.1f;
public LayerMask whatIsGround;

[Header("Animations")]
public Animation player_Animation;
public AnimationClip animation_PlayerIdle;
public AnimationClip animation_PlayerWalk;
public AnimationClip animation_PlayerJump;
public AnimationClip animation_PlayerFall;
public AnimationClip animation_PlayerDie;
public AnimationClip animation_PlayerDamage;

void Start()
{
	//player_Animation = gameObject.GetComponentsInChildren<Animation> ();
}

void Update()
{
	if (Input.GetButtonDown ("Jump") && grounded) {
		jump = true;
		player_Animation.Play ("Jump_Anim_1");
	}

	else if (Input.GetButtonUp ("Jump")) {
		jump = false;
		player_Animation.Play ("Falling_Anim_1");
	}

	movement = Input.GetAxis("Horizontal");
}

void FixedUpdate()
{
	GroundCheck();
	PlayerMovements();
}

void FlipModel()
{
	facingRight = !facingRight;

	Vector3 scale = transform.localScale;
	scale.x *= -1;
	transform.localScale = scale;
}

void GroundCheck()
{
	grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
}

void PlayerMovements()
{
	GetComponent<Rigidbody2D> ().velocity = new Vector2 (movement * playerSpeed * Time.deltaTime, GetComponent<Rigidbody2D> ().velocity.y);

	if (movement > 0 && !facingRight) {
		FlipModel ();
		player_Animation.Play ("Walk_Anim_1");
	} else if (movement < 0 && facingRight) {
		FlipModel ();
		player_Animation.Play ("Walk_Anim_1");
	}

	if (grounded == true && jump == true)
		GetComponent<Rigidbody2D> ().AddForce (new Vector2 (0, playerJumpForce));

	jump = false;

}

**void OnTriggerEnter (float playerStatus) 
{
	playerStatus = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player_Health>();
	playerStatus.ApplyDamage (damage);
	player_Animation.Play ("Damage_Anim_1");
}**

public void ApplyDamage (damage)

{
	print("applying damage" + damage);
	print("Health left " + Player_Health);

	if (Player_Health <= 0)
	{
		Player_Health = 0;
		Die();
	}
}

void Die()
{

	print ("dead");
	AnimationState = GetComponent<Animation>("Lose_Anim_1");
	AnimationState.Play ("Lose_Anim_1");
}

}

I’m not sure but… why did you write two asterisks in these lines?

 **void OnTriggerEnter (float playerStatus) 
 {
     playerStatus = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player_Health>();
     playerStatus.ApplyDamage (damage);
     player_Animation.Play ("Damage_Anim_1");
 }**

Maybe, you can try with these characters in next time… /* <comment> */

Line 96 has public void ApplyDamage (damage). This should be public void ApplyDamage (float damage) I think.