Help with my Player Health Script??

Everything works fine without this line:

{
    if(PlayerHealth > 100);
  
       PlayerHealth = 100;
       Debug.Log("FullHealth!");
       }

However, so far that is what I need in order for my Health not to exceed 100.
What am I doing wrong?

#pragma strict
    
    
    
    var bloodslatter : GameObject; // blood fx
    var soundsource1 : AudioSource;//almost die audio object
    var soundsource2 : AudioSource;//your dead groan
    var mycamera : GameObject;
    var anim : Animator;
    
    public var PlayerHealth : float = 99f;                           // How much health the player has left.
                              
    
    
                                 
                                     
    private var playerDead : boolean;                        
    
    
    function Start ()
    {
      
        //soundfile = gameObject.GetComponent(AudioSource); //the object my ouch is on
        mycamera.GetComponent("Animator");
    
    }
    
    
    function Update ()
    
    //
    {
        if(PlayerHealth > 100);
      
           PlayerHealth = 100;
           Debug.Log("FullHealth!");
           }
    //
    
    
    
    {
        // If health is less than or equal to 0...
        if(PlayerHealth <= 0f)
        {
            // ... and if the player is not yet dead...
            if(!playerDead)
                // ... call the PlayerDying function.
                PlayerDying();
            else
            {
                
                PlayerDead();
                
            }
        }
        
        
        if(PlayerHealth <= 50f)
        {
         Player50Health();
        }
      ///  
          if(PlayerHealth <= 50f)
        {
         PlayerHealing();
        }
       /// 
    }
    
    
    function Player50Health ()
    {
    
    anim.SetTrigger("die");
    if(!soundsource1.isPlaying)
    				soundsource1.Play();//i'm almost dead/heart beat and breathing sound
    				Debug.Log("50% dead!");
    				}
    ////
    
    function PlayerHealing ()
    {
    
    anim.SetTrigger("heal");
    PlayerHealth +=3;
    				Debug.Log("healing!");
    				}
    
    ///
    
    function PlayerDying ()
    {
        // The player is now dead.
        playerDead = true;
        
        // Set the animator's dead parameter to true also.
        anim.SetTrigger("die");
        
        // Play the dying sound effect at the player's location.
        if(!soundsource1.isPlaying)
    				soundsource1.Play();//i'm almost dead/heart beat and breathing sound
    				Debug.Log("50% dead!");
    }
    
    
    function PlayerDead ()
    {
        // If the player is in the dying state then reset the dead parameter.
        if(PlayerHealth <= 0)
    			{
    				bloodslatter.SetActive (true);
    				if(!soundsource2.isPlaying)
    				soundsource2.Play();//i'm dead AUDIO
    				
    				Debug.Log("YOU ARE DEAD!");
    				Application.LoadLevel (3);
    
           }
           
          } 
           
           
           function OnTriggerEnter (other : Collider)
    {
    	if (other.gameObject.tag == ("Enemy")&& PlayerHealth > 0)
    	
    			PlayerHealth -=5;
    		Debug.Log("YourGettingYourAssKicked!");
    			}

Your if statement in update is wrong, it should be more like this. The way you have it PlayerHealth will be reset to 100 every frame.

function Update ()
    {
        if(PlayerHealth > 100)
        {
           
            PlayerHealth = 100;
            Debug.Log("FullHealth!");
         }
   }

you have a semicolon after the if statement thus resetting the health to 100 every frame

Your if block is wrong.
It should be:

`
if(PlayerHealth > 100) {
        PlayerHealth = 100;
        Debug.Log("FullHealth!");
}

`
`

`