Sprite.VertexX(col,row) returns the displacement of that point. If 0 is returned, that point is not displaced from it's normal position.
For displacement in pixels:
Sprite.VertexX(col,row)*Sprite.Width
for absolute position (math is fun when you're tired):
Sprite.Left+(col/Sprite.MeshCols+Sprite.VertexX(col,row))*Sprite.Width
Here's an example that sets displacement of a point to what it is (AKA it does nothing):
-> Sprite: Set relative displacement at (0, 1) to XYZ(Sprite.VertexX(0, 1)*Sprite.Width, Sprite.VertexY(0, 1)*Sprite.Height, Sprite.VertexZ(0, 1)) UV(0, 0) 100 %
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Hope some of that info helps.