GUILayout Showing options not defined.

I have some problems with my code. The problem is that in my GUI it comes up with old choices where I defined some new ones. I cannot see where this problem come into play.
This is the code:
What shows up at the “buff? debuff? none?” label is “Yes” and “No” buttons

#pragma strict


var GuiHeight : int;
var GuiLength : int;
private var menu : boolean = false;
var guiSkin : GUISkin;
var firstElements : String[] = ["Nature","Fire","Water","Eath","Wind"];
var secoundElements : String[] = ["Fire","Water","Eath","Wind"];
var Buffchocies : String[] = ["Buff","Debuff","None"];
var Targetchocies : String[] = ["Self","AoE","Projectile"];
var frtEle = 0;
var scdEle = 0;
var casted = 0;
var Isbuff = 0;

var Name = "Write name here.";
var frtEffect = "";
var scdEffect = "";
var level : int;

var scriptRef : MagicSkillHolder;

	function Awake(){
		scriptRef = GetComponent(MagicSkillHolder);
	}

	function Update () {
		if(Input.GetKeyUp(KeyCode.X)){
			OnOffMenu();
		}
	}

	function Start(){
		GuiLength = Screen.width/2-200;
		
	}

	function OnGUI () {
		GUI.skin = guiSkin;
		if(menu){
			GUI.Box (Rect (GuiLength,200,530,530), "Menu");
			Name = GUI.TextField(Rect(GuiLength+70,230,200,20),Name,99);
			GUI.Label(Rect(GuiLength+70,270,500,200),"First Sign");
				GUI.BeginGroup(Rect(GuiLength+70,300,500,200));
					frtEle = GUILayout.SelectionGrid (frtEle, firstElements, firstElements.Length);
				GUI.EndGroup();	
				
			GUI.Label(Rect(GuiLength+70,330,500,200),"Secound Sign");
				GUI.BeginGroup(Rect(GuiLength+70,330,500,200));
					scdEle = GUILayout.SelectionGrid (scdEle, secoundElements, secoundElements.Length);
				GUI.EndGroup();
				
			GUI.Label(Rect(GuiLength+70,390,500,200),"Casting Target");
				GUI.BeginGroup(Rect(GuiLength+70,360,500,200));
					casted = GUILayout.SelectionGrid (casted, Targetchocies, Targetchocies.Length);
				GUI.EndGroup();
				
			GUI.Label(Rect(GuiLength+70,440,500,200),"Buff? Debuff? None?");
				GUI.BeginGroup(Rect(GuiLength+70,390,500,200));
					Isbuff = GUILayout.SelectionGrid(Isbuff,Buffchocies,Buffchocies.Length);
				GUI.EndGroup();
			
			GUI.Label(Rect(GuiLength+70,490,520,200),"Level");
			level = GUI.HorizontalSlider(Rect(GuiLength+70,510,200,20),level,0,10);
			if(GUI.Button(Rect(GuiLength+70,530,90,45),"Make Magic")){
				switch(frtEle){
					case 0:
						frtEffect = "Nature";
						break;
					case 1:
						frtEffect = "fire";
						break;
					case 2:
						frtEffect = "water";
						break;
					case 3:
						frtEffect = "earth";
						break;
					case 4:
						frtEffect = "wind";
						break;
					
				}
				
				switch(scdEle){
					case 0:
						scdEffect = "fire";
						break;
					case 1:
						scdEffect = "water";
						break;
					case 2:
						scdEffect = "earth";
						break;
					case 3:
						scdEffect = "wind";
						break;
					
				}
				scriptRef.makeSpell(level*30,level,Name, frtEffect, scdEffect, casted, Isbuff);
			}	
			if(GUI.Button(Rect(GuiLength+160,530,90,45),"Cancle")){
				OnOffMenu();
			}	
					
		}
	}

	function OnOffMenu(){
		//Freeze Time Scale to 0 if Window is Showing
		if(!menu && Time.timeScale != 0.0){
				menu = true;
				Time.timeScale = 0.0;
				Screen.lockCursor = false;
		}else if(menu){
				menu = false;
				Time.timeScale = 1.0;
				Screen.lockCursor = true;
		}
	}

I’m wondering if your code recompiled. Have you since tried restarting Unity?

Have you tried syncing the MonoDevelop project? http://i.gyazo.com/b6e97aa881bfb7212c3d67fd29cf5014.png