# scene\_template [<-Back-to:World](database-world.md) **The \`scene\_template\` table** This table is used to store necessary data for scenes to run, e.g. ScriptPackageId and Flags. **Structure** | Field | Type | Attributes | Key | Null | Default | Extra | Comment | |----------------------|----------|------------|-----|------|---------|-------|---------| | [SceneId][1] | in(10) | UNSIGNED | PRI | NO | NONE | | | | [Flags][2] | INT | UNSIGNED | | NO | 16 | | | | [ScriptPackageId][3] | INT | UNSIGNED | | NO | NONE | | | | [ScriptName][4] | char(64) | UNSIGNED | | NO | ' ' | | | [1]: #sceneid [2]: #flags [3]: #scriptpackageid [4]: #scriptname **Description of the fields** ### SceneId SceneId given by auras which have SPELL\_AURA\_SCENE\_PLAY (430). Some scenes do not have a spell, this are handled by scripts. Use C++ hook to start them, e.g.: > player->GetSceneMgr().PlayScene(SceneId);  ### Flags This flags handle behavior of scene. | Flag | Int Value | Bit value | Comment | |-------------------------------------------------|-----------|------------|-------------------------------------------------| | SCENEFLAG\_NONE | 0 | 0x00000000 | | | SCENEFLAG\_UNK1 | 1 | 0x00000001 | NYI | | SCENEFLAG\_UNK2 \| (SCENEFLAG\_CANCLE\_AT\_END) | 2 | 0x00000002 | Scene is being canceled at SceneComplete // NYI | | SCENEFLAG\_NOT\_CANCELABLE | 4 | 0x00000004 | Player can't cancle scene (cinematic scenes) | | SCENEFLAG\_UNK8 | 8 | 0x00000008 | NYI | | SCENEFLAG\_UNK16 | 16 | 0x00000010 | NYI | | SCENEFLAG\_UNK32 | 32 | 0x00000020 | NYI | ### ScriptPackageId ScriptPackageId is the Id of the clientside SceneScriptPackage, see SceneScriptPackage.db2 ### ScriptName Name of script defined in: scene\_scripts.cpp