Conditionality is a function of language, not the game. The game presumes that you speak English, and that you already understand how an implicit "if / then" statement works (or in this case, "when / then"). The game doesn't babysit you through any other portion of the rules (it does not tell you, verbatim, how to physically pick up a dial and rotate your wrist) so I see no reason why that should be the case here.
Now, when I describe them as being triggered effects, I mean that they are events which require a specific condition to be met before they can execute. So, in this particular situation, you're right. There is no specific rules text overriding our natural understanding of English, which means that ONLY the normal rules for applying conditionality stand.
The only leg that you have to stand on is the presumption that the word "when" indicates a negation of the preexisting condition, which is a paradox. That is why I'm telling you that simultaneously "revealing the maneuver" and "changing the maneuver" is physically impossible. One is conditional upon the other. If the maneuver that you reveal is not red in the first place, you cannot use Adrenaline Rush.
Do you still want to argue semantics with me?
Edited by WonderWAAAGH