I understand now, so the events were to set an offset for the sword.
To do so simply, you can just make a portion of your sword sprite transparent and set the origin a little farther away. Here it is in my example (still just a line though). https://www.dropbox.com/s/m1ogx3npzi13q ... .capx?dl=0
If you look at the sprite in the image editor, notice that the origin point is in the transparent area and the the collision box is bound to the red "sword".
But again, the key to making a fantastic animation is to actually animate it (either the player and weapon together, or weapon alone, it is up to you). Having the player and weapon sprites separate has its advantages, such as when you have a lot of weapons and don't want to draw the player for each weapon combination. The weapon itself can be animated on its own too though.
If you're interested in art and animation, this is one of my favorite videos regarding animation techniques.
And here is a reference for Zelda. https://s-media-cache-ak0.pinimg.com/or ... 1d7372.png
While the Zelda style is still relatively simple, you can see that the sword swing isn't just a stick, they add swing lines to represent motion. Also, the animation of Link himself adds weight and substance to the sword swing as well. In Zelda, they use a single animation for both the character and weapon, as Link swings that single weapon as his attack 90% of the time.