SetSpriteColor effectively just specifies the amount of colour to be displayed from the original image, you can't increase the ammount of RGB to make it white. (ie: x/255 * orig_colour)
Quote: "Can i use some command and use the outline shape of my sprite to cut a new sprite from a white square sprite?"
You could use SetImageMask() to automatically create the white sprites at load time, but it's too slow to use in your main game loop.
If your current images don't use and fancy alpha values then they will be 255 wherever you have a pixel. So copying this into the RGB parameters of your new image will create a white one.
Something like (pseudo):
//I think this is the only way of creating a new image to use
int whiteImage = agk::CopyImage( srcImage, 0, 0, agk::GetImageWidth( srcImage ) , agk::GetImageHeight( srcImage ) );
//Copy source image alpha to white image RGB channels
agk::SetImageMask( whiteImage , srcImage, 1, 4, 0, 0 );
agk::SetImageMask( whiteImage , srcImage, 2, 4, 0, 0 );
agk::SetImageMask( whiteImage , srcImage, 3, 4, 0, 0 );