Edit: can't post links, yolo.
sprite1.ImagePointX("pointA") is what you'd want to get from that. You'll have to set an acceleration or speed on the sword to actually get it to move from there, and figure out a way to make it stop after a certain distance or on collisions.
Where pointA is the name of the imagepoint. By default this is named to an integer, but you can be more descriptive. You may have to change a few things with how the sword is bound to the enemy to get this to function properly. In other words, you can't use system>every tick anymore (I think). I'm new at this, but the simplest solution is to have a boolean toggle whether the sword is in the thrown state, and keep it bound to the enemy if it is not, and have it do the throw functions when it is.