Well, I figured that out. lastMouse positions minus current, if not zero moving... but that's still sketchy. There must be a good way to set scroll to a sprite that follows the mouse, and make it not scroll the screen like lightning.. All this will help my current project.
Not all is lost, I have backup methods for everything, but the fall back is to set a scrolling item to last clicked unit, and make the map dragable. I would like to have both a slow scrolling mouse, and a dragable map lol