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INKS

The following table includes the Lingo number for each ink, which you can use to set a sprite's ink property.

Lingo Ink Number Ink Name Description
0 Copy Each pixel, including all white pixels, completely overrides the pixels under the sprite.
1 Transparent A pixel's red, green, and blue values are compared to the pixel behind it. The darkest value of each color is used. So, a light red on a dark red shows up as dark red.
2 Reverse Performs a logical “exclusive or” between each red, green, and blue color value of the pixel and the one under it. The resulting value is then reversed. This transforms colors in all sorts of odd ways that are hard to predict.
3 Ghost Like Reverse, this performs a complex mathematical transformation of the color values. In this case, a logical “or” is performed between the color under the pixel and the opposite of the pixel's color.
4 Not Copy A reverse effect is applied to all colors in the sprite, and then the Copy ink is applied.
5 Not Transparent A reverse effect is applied to all colors in the sprite, and then the Transparent ink is applied.
6 Not Reverse A reverse effect is applied to all colors in the sprite, and then the Reverse ink is applied.
7 Not Ghost A reverse effect is applied to all colors in the sprite, and then the Ghost ink is applied.
8 Matte A mask is created for the sprite that makes white pixels on the outside of the image transparent. All other pixels, including white ones completely enclosed in the image, are shown as in Copy ink.
9 Mask Uses the next cast member in the Cast window to block or unblock back- ground colors. Rules for a Mask are as follows: must be the same size as the masked cast member, must be the next cast member position in the Cast window, and must be 1 bit. If there is a black pixel in the mask, the same pixel position of the sprite is the color of the sprite. Otherwise, it is completely transparent.
32 Blend Applies a blend to the sprite. The amount used in the blend is set in Sprite Properties from the Modify menu or in the Score or Property Inspector. The amount of each color used from the sprite and the pixels under it is determined by the blend percentage.
33 Add Pin The same as Add with the exception that if the color value exceeds 255, 255 is used.
34 Add Takes the red, green, and blue color values of the pixel and the pixel under it and adds them. If this is greater than 255, the number wraps back around starting at 0.
35 Subtract Pin The same as Subtract with the exception that if the color value is less than the minimum visible color, the minimum color is used.
36 Background Transparent Sets all the white pixels within an image to transparent.
37 Lightest Takes the lightest color values from the pixel and the pixel behind it.
38 Subtract Takes the red, green, and blue color values of the pixel and subtracts them from the pixel under it. If this is less than 0, the number wraps back around from 255.
39 Darkest Takes the darkest color values from the pixel and the pixel behind it.
40 Lighten This ink uses the foreground and background colors of the sprite. It does not use color information from the pixels under the sprite. In addition to the color translation, it behaves like the Matte ink by making exterior white pixels transparent. It takes the red, green, and blue values of each pixel and multiplies them by the red, green, and blue values of the sprite's background color. Then it adds the color values from the foreground color.
41 Darken The same as Lighten, but in addition, the red, green, and blue values of the background color are reversed and then added to the color for each pixel.



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