Help with creating + timeLeft on GameObject Tag

I want to make it so when i collide with my prefab that is tagged “TimeBoost” that it will add a few second to my countdown timer! Posted first is my code that is within my CharMove script (Starts line 50) that is below it. I got the prefab to destroy when my player collides with it but I dont understand why my timer isint gaining any time though? Please help! Thank you!!

	{
   
   if(other.gameObject.tag == "TimeBoost")
   {
   //add time
    
   Timer.timeLeft += 10;  
   }
private var timeSinceLastCollision = 0;
var timeScale: float = 1;
var character: CharacterController;
var speed: float = 15;   // moving speed
var direction: float = 1; // direction (-1 means -x)
var dead = false;
static var hasBoost = false;
var boostSpeed: float = 25;
var defaultSpeed: float = 15;
static var slowGameSpeed = false;
static var slowGameSpeedGUI = false;
static var hasBoostGUI = false; 
static var shield = false;

 
function Start(){
    character = transform.GetComponent(CharacterController);
    slowGameSpeed = false;
    slowGameSpeedGUI = false;
    shield = false;
    hasBoostGUI = false;
}

function OnTriggerEnter(other : Collider)
{
		
	if (other.gameObject.tag == "Truck"  timeSinceLastCollision <= 0) 
	{
		if (shield == false)
		{
			HealthControl.LIVES -= 1;
			timeSinceLastCollision = 3;
			dead = true;
			Invoke ("deathReset", 0.5);
			transform.position.y = 0;
			transform.position.x = 0;
		}
	}
	    timeSinceLastCollision -= Time.deltaTime;
		
	if (other.gameObject.tag == "Boost"  hasBoost == false  slowGameSpeed == false  shield == false)
	{
	hasBoost = true;
	hasBoostGUI = true;
	Invoke ("boostReset", 3);
	}
	
	{
   
   if(other.gameObject.tag == "TimeBoost")
   {
   //add time
    
   Timer.timeLeft += 10;  
   }
}
	
	if (other.gameObject.tag == "TimeSlow"  slowGameSpeed == false  shield == false  hasBoost == false)
	{
	slowGameSpeed = true;
	slowGameSpeedGUI = true;
	hasBoost = true;
	Invoke ("timeSlowReset", 1.5);
	Invoke ("boostReset", 1.5);
	}
	
	if (other.gameObject.tag == "Shield"  shield == false  slowGameSpeed == false  hasBoost == false)
	{
	shield = true;
	Invoke ("shieldReset", 3);
	}
}

public function Update()
{

	if (dead == true)
	{
		shield = false;
		hasBoost = false;
		slowGameSpeed = false;
		hasBoostGUI = false;
		slowGameSpeedGUI = false;
	}

	if (slowGameSpeed == false)
	{
		Time.timeScale = 1.0;
	}
	
	if (slowGameSpeed == true)
	{
		Time.timeScale = 0.5;	
	}

	if (hasBoost == true)
	{
		speed = boostSpeed;
	}
	
	if(hasBoost == false)
	{
		speed = defaultSpeed;
	} 

	if (Input.GetKey (KeyCode.RightArrow)  dead == false)
	{
    				character.Move(Vector3.right * speed * direction * Time.deltaTime);
    }	
    			
    else
   	{
    				character.Move(Vector3.right * 0 * 0 * Time.deltaTime);
    }
    
    	if (Input.GetKey (KeyCode.LeftArrow)  dead == false)
	{
    				character.Move(Vector3.left * speed * direction * Time.deltaTime);
    }	
    			
    else
   	{
    				character.Move(Vector3.left * 0 * 0 * Time.deltaTime);
    }
    
    	if (Input.GetKey (KeyCode.UpArrow)  dead == false)
	{
    				character.Move(Vector3.up * speed * direction * Time.deltaTime);
    }	
    			
    else
   	{
    				character.Move(Vector3.up * 0 * 0 * Time.deltaTime);
    }
    
    	if (Input.GetKey (KeyCode.DownArrow)  dead == false)
	{
    				character.Move(Vector3.down * speed * direction * Time.deltaTime);
    }	
    			
    else
   	{
    				character.Move(Vector3.down * 0 * 0 * Time.deltaTime);
    }

}	  

function boostReset()
{
	if(hasBoost == true);
	hasBoostGUI = false;
	hasBoost = false;
}

function timeSlowReset()
{
	if (slowGameSpeed == true);
	slowGameSpeed = false;
	slowGameSpeedGUI =false;
}

function shieldReset()
{
	if (shield == true);
	shield = false;
}

function deathReset ()
{
	if (dead == true);
	dead = false;
}

There seems to be no variable called Timer declared or used anywhere in the script, except in line 54 when you add to it. Is it declared in this script’s base class? That would be a good place to start.