How do I show Unity a variable will exist once the game starts?

So I have a game where a player places blocks in a 2D world. This requires some sort of counter so I put that counter in one script:

#pragma strict
public var cam : GameObject;
public var block : GameObject;
public var amount = 500;
function Start () {
	transform.FindChild("Amount").GetComponent.<UI.Text>().text = amount.ToString();
}

function Update () {
	//This is just for graphics. Ignore it.
	var rotationOfset = cam.GetComponent(RaycastDetector).rotationOffset;
	var temp = transform.root.eulerAngles;
	temp.z = -rotationOfset;
	transform.rotation = Quaternion.Euler(temp);
}

function OnClick () {
	//This sets 3 vars in another script when clicked
	cam.GetComponent(RaycastDetector).currentBlock = block;
	cam.GetComponent(RaycastDetector).textBox = transform.FindChild("Amount").GetComponent.<UI.Text>();
	cam.GetComponent(RaycastDetector).currentScript = this;
}

This script holds the amount of a type of block a user has. This script is held in a variable used by another script (simplified so it isn’t too messy):

#pragma strict
//Bunch of variables
//I simplified the script to the part that's actually important so most of these won't be used
public var currentBlock : GameObject;
public var rotationOffset : float;
public var currentHand : GameObject;
public var hands : GameObject;
public var textBox : UI.Text;
public var clickScript : MonoBehaviour;


function Start () {
	
}

function Update () {
			//Cast a ray
			var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
			var hit : RaycastHit;
		if (Input.GetMouseButtonDown (0) && amount.amount != 0) {
			
			if (Physics.Raycast(ray,hit) ) {
			if (hit.collider.tag == "Detector") {
			//Update the amount of blocks held by a player
			amount.amount = amount.amount - 1;
			//Update text
			textBox.text = amount.amount.ToString();
				//Create actual block
				var clone : GameObject;
				var vec = currentBlock.transform.rotation.eulerAngles;
				vec.x = vec.x + rotationOffset;
				clone = Instantiate(currentBlock, hit.collider.gameObject.transform.position, Quaternion.Euler(vec));
				}
			}
		}
	}

The problem is that Unity doesn’t allow me to enter play mode since the counter is accessed by typing “clickScript.amount” but “amount” is not a part of Monobehaviour. I can’t do this manually in the script either since the script can’t be compiled. How can I fix this?

The variable clickScript should be a type of the name of your first script, not MonoBehavior.

public var clickScript : /*Name of the first script here*/;

Then change all of your amount.amount to clickScript.amount.