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t.Help = 
	function(funcNameOrFunc) 
		--input argument can be a string or a function.  Should return a description (of arguments and expected side effects)
		if funcNameOrFunc == "DecodeJSON" or funcNameOrFunc == t.DecodeJSON then
			return "Function DecodeJSON.  " ..
			       "Arguments: (string).  " .. 
			       "Side effect: returns a table with all parsed JSON values" 
		end
		if funcNameOrFunc == "EncodeJSON" or funcNameOrFunc == t.EncodeJSON then
			return "Function EncodeJSON.  " ..
			       "Arguments: (table).  " .. 
			       "Side effect: returns a string composed of argument table in JSON data format" 
		end  
		if funcNameOrFunc == "MakeWedge" or funcNameOrFunc == t.MakeWedge then
			return "Function MakeWedge. " ..
			       "Arguments: (x, y, z, [default material]). " ..
			       "Description: Makes a wedge at location x, y, z. Sets cell x, y, z to default material if "..
			       "parameter is provided, if not sets cell x, y, z to be whatever material it previously was. "..
			       "Returns true if made a wedge, false if the cell remains a block "
		end
		if funcNameOrFunc == "SelectTerrainRegion" or funcNameOrFunc == t.SelectTerrainRegion then
			return "Function SelectTerrainRegion. " ..
			       "Arguments: (regionToSelect, color, selectEmptyCells, selectionParent). " ..
			       "Description: Selects all terrain via a series of selection boxes within the regionToSelect " ..
			       "(this should be a region3 value). The selection box color is detemined by the color argument " ..
			       "(should be a brickcolor value). SelectionParent is the parent that the selection model gets placed to (optional)." ..
			       "SelectEmptyCells is bool, when true will select all cells in the " ..
			       "region, otherwise we only select non-empty cells. Returns a function that can update the selection," ..
			       "arguments to said function are a new region3 to select, and the adornment color (color arg is optional). " ..
			       "Also returns a second function that takes no arguments and destroys the selection"
		end
		if funcNameOrFunc == "CreateSignal" or funcNameOrFunc == t.CreateSignal then
			return "Function CreateSignal. "..
			       "Arguments: None. "..
			       "Returns: The newly created Signal object. This object is identical to the RBXScriptSignal class "..
			       "used for events in Objects, but is a Lua-side object so it can be used to create custom events in"..
			       "Lua code. "..
			       "Methods of the Signal object: :connect, :wait, :fire, :disconnect. "..
			       "For more info you can pass the method name to the Help function, or view the wiki page "..
			       "for this library. EG: Help('Signal:connect')."
		end
		if funcNameOrFunc == "Signal:connect" then
			return "Method Signal:connect. "..
			       "Arguments: (function handler). "..
			       "Return: A connection object which can be used to disconnect the connection to this handler. "..
			       "Description: Connectes a handler function to this Signal, so that when |fire| is called the "..
			       "handler function will be called with the arguments passed to |fire|."
		end
		if funcNameOrFunc == "Signal:wait" then
			return "Method Signal:wait. "..
			       "Arguments: None. "..
			       "Returns: The arguments passed to the next call to |fire|. "..
			       "Description: This call does not return until the next call to |fire| is made, at which point it "..
			       "will return the values which were passed as arguments to that |fire| call."
		end
		if funcNameOrFunc == "Signal:fire" then
			return "Method Signal:fire. "..
			       "Arguments: Any number of arguments of any type. "..
			       "Returns: None. "..
			       "Description: This call will invoke any connected handler functions, and notify any waiting code "..
			       "attached to this Signal to continue, with the arguments passed to this function. Note: The calls "..
			       "to handlers are made asynchronously, so this call will return immediately regardless of how long "..
			       "it takes the connected handler functions to complete."
		end
		if funcNameOrFunc == "Signal:disconnect" then
			return "Method Signal:disconnect. "..
			       "Arguments: None. "..
			       "Returns: None. "..
			       "Description: This call disconnects all handlers attacched to this function, note however, it "..
			       "does NOT make waiting code continue, as is the behavior of normal Roblox events. This method "..
			       "can also be called on the connection object which is returned from Signal:connect to only "..
			       "disconnect a single handler, as opposed to this method, which will disconnect all handlers."
		end
		if funcNameOrFunc == "Create" then
			return "Function Create. "..
			       "Arguments: A table containing information about how to construct a collection of objects. "..
			       "Returns: The constructed objects. "..
			       "Descrition: Create is a very powerfull function, whose description is too long to fit here, and "..
			       "is best described via example, please see the wiki page for a description of how to use it."
		end
	end
	