Ahhhggggg.... this is bringing back bitter memories of long, hard nights!

Okay... I ran the script and changed things according to the version I had worked on.

Change the PI stuff to numbers like this:
VertexShaderConstant[0]={0f,0.5f,1f,2f};
VertexShaderConstant[1]={4.0f, 1.57079632f, 3.14159265f, 6.28318530f};
VertexShaderConstant[2]={1f, -0.16161616f, 0.0083333f, -0.00019841f};
VertexShaderConstant[3]={-0.5, 0.041666666, -0.0013888889, 0.000024801587};

For the sine/time thing you will need to change like this:
VertexShaderConstant[16]=<vecSkill41>;

Add something like this to your ACTION:
///////////////////////////////////
var count;

action water_setting
{

my.material = mat_water;
while(1)
{

my.skill41=float(count); //x
my.skill42=float(0); //y
my.skill43=float(0); //z
my.skill44=float(0); //w
count += 0.015*time;
wait(1);
}
}
/////////////////////////////////

Note: You can make any calculations you want and can pass it there using the
x,y,z,w of vecSkill41.

Hey! Good luck and keep us informed. You are tackling a monster.

BTW: If your code does not work after these changes. Send me the WDL file so that I can compare it to mine. I copied and pasted your stuff, then compared that file to the one I already "converted" and the only differences that I could see are the changes mentioned above.

Eric