How can i merge these 2 scripts to where all functions of both would work no issues.

This is the script from the roll a ball game with slight modification.

using UnityEngine;
using UnityEngine.UI;
using System.Collections;

public class PlayerController : MonoBehaviour {
//variables
    public float speed;
    public Text countText;
    public Text winText;

    private Rigidbody rb;
    private int count;
//beginning of script/ starting game
    void Start ()
    {
        rb = GetComponent<Rigidbody>();
        count = 0;
        SetCountText ();
        winText.text = "";
    }
//movement
    void FixedUpdate ()
    {
        float moveHorizontal = Input.GetAxis ("Horizontal");
        float moveVertical = Input.GetAxis ("Vertical");

        Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);

        rb.AddForce (movement * speed);
    }
//collecting prisms
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.CompareTag ( "Pick Up"))
        {
            other.gameObject.SetActive (false);
            count = count + 1;
            SetCountText ();
        }
    }
//ui control
    void SetCountText ()
    {
        countText.text = "Count: " + count.ToString ();
        if (count >= 12)
        {
            winText.text = "You Win!"; //potentially replaceable by button|add show button script?
        }
    }
}

This is a jump script only does jumping i believe.

usingUnityEngine;
usingSystem.Collections;

publicclassWasdCont : MonoBehaviour {
//Variables
publicfloatspeed = 6.0F;
publicfloatjumpSpeed = 8.0F;
publicfloatgravity = 20.0F;
privateVector3moveDirection = Vector3.zero;

voidUpdate() {
CharacterControllercontroller = GetComponent<CharacterController>();
//isthecontrollerontheground?
if (controller.isGrounded) {
//FeedmoveDirectionwithinput.
moveDirection = newVector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
//Multiplyitbyspeed.
moveDirection *= speed;
//Jumping
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;

}
//Applyinggravitytothecontroller
moveDirection.y -= gravity * Time.deltaTime;
//Makingthecharactermove
controller.Move(moveDirection * Time.deltaTime);
}
}

The first uses a rigidbody, while the second uses a character controller. You’re not going to be able to combine these.

BTW the second one does lateral movement in addition to jumping.