Hack and Slash Tutorial Problem

Here we go again. This same line was used in another script, but it compiled just fine. Here is the entire code:

using UnityEngine;
using System.Collections;
using System; //access to enum class

public class BaseCharacter : MonoBehaviour {

private string _name;
private int _level;
private uint _freeExp;
	
private Attribute[] _primaryAttribute;
private Vital[] _vital;		
private Skill[] _skill;


public void Awake(){
	_name=string.Empty;
	_level=0;
	_freeExp=0;
	
	_primaryAttribute= new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
	_vital=new Vital[Enum.GetValues(typeof(VitalName)).Length];
	_skill=new Skill[Enum.GetValues(typeof(SkillName)).Length];	
	
	SetupPrimaryAttributes();
	SetupVitals();
	SetupSkills();
}
	
public string Name {
set{ return _name; }
get{ _name= value; }	
	
}

public int Level {
set { return _level; }
get { _level= value; }	
}

public uint FreeExp {
set { return _freeExp; }
get { _freeExp= value; }
}

public void AddExp(uint exp){
	_freeExp+= exp;
	CalculateLevel();
}

//take average of all player's skills and assign that as the player level
public void CalculateLevel() {
	
	
}

private void SetupPrimaryAttributes() {
	for(int cnt=0; cnt < _primaryAttribute.Length; cnt++) {
	_primaryAttribute[cnt]=new Attribute();	
	}
}
	
private void SetupVitals() {
	for(int cnt=0; cnt < _vital.Length; cnt++) {
	_primaryVitals[cnt]=new Vital();	
	}
}
		
private void SetupSkills() {
	for(int cnt=0; cnt < _skill.Length; cnt++) {
	_primarySkills[cnt]=new Skill();	
	}
}
public Attribute GetPrimaryAttribute(int index) {
	return _primaryAttribute[index];
}

public Vital GetVitals(int index) {
	return _vital[index];
}

public Skill GetSkill(int index) {
	return _skill[index];
}

private void SetupVitalModifers() {
	// health
	GetVital=((int)VitalName.Life).AddModifer( new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution ), .5f));
		
	//energy
	GetVital=((int)VitalName.Energy).AddModifer(new ModifyingAttribute (GetPrimaryAttribute((int)AttributeName.Constitution ), 1));
	
	//mana
	GetVital=((int)VitalName.Mana).AddModifer( new ModifyingAttribute (GetPrimaryAttribute((int)AttributeName.Willpower ),  1)); 

}

private void SetupSkillModifers(){
	//melee offence
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Might), .33f));
GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nibleness), .33f));
	//melee defense
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution), .33f));
	//magic offense
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
	//magic defense
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));
GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Willpower), .33f));
	
	//ranged offense
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Concentration), .33f));	
GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
	//ranged defense
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Nibleness), .33f));
}

public void StatUpdate() {
for (int cnt=0; cnt < _vital.Length; cnt++ )
		_vital[cnt].Update();
for (int cnt=0; cnt< _skill.Length; cnt++)
		_skill[cnt].Update();
}

}
The name value doe not exist, yet in BaseStat, it worked just fine as a setter and getter.
public int ExpToLevel {
get{ return _expToLevel;}
set{ _expToLevel=value;}
}
Other Errors:
Assets/Scripts/Character Classes/BaseCharacter.cs(31,14): error CS0127: BaseCharacter.Name.set': A return keyword must not be followed by any expression when method returns void Assets/Scripts/Character Classes/BaseCharacter.cs(31,14): error CS0029: Cannot implicitly convert type string’ to void' Assets/Scripts/Character Classes/BaseCharacter.cs(37,15): error CS0127: BaseCharacter.Level.set’: A return keyword must not be followed by any expression when method returns void
Assets/Scripts/Character Classes/BaseCharacter.cs(37,15): error CS0029: Cannot implicitly convert type int' to void’
Assets/Scripts/Character Classes/BaseCharacter.cs(42,15): error CS0127: `BaseCharacter.FreeExp.set’: A return keyword must not be followed by any expression when method returns void
Please help! Thanks!

you swapped the getters and setters in your code.

public int MyValue {
  get { return _myValue; }
  set { _myValue = value; }
}

private void SetupVitalModifers() {
// health
GetVital=((int)VitalName.Life).AddModifer( new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Constitution ), .5f));

	//energy
	GetVital=((int)VitalName.Energy).AddModifer(new ModifyingAttribute (GetPrimaryAttribute((int)AttributeName.Constitution ), 1));
	
	//mana
	GetVital=((int)VitalName.Mana).AddModifer( new ModifyingAttribute (GetPrimaryAttribute((int)AttributeName.Willpower ),  1)); 

}

Assets/Scripts/Character Classes/BaseCharacter.cs(89,48): error CS1061: Type int' does not contain a definition for AddModifer’ and no extension method AddModifer' of type int’ could be found (are you missing a using directive or an assembly reference?)
Are they not supposed to be cast as ints?